2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
42 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
44 ERR("Undefined state.\n");
47 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
52 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->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, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *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, IWineD3DStateBlockImpl *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 void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
245 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
246 const struct wined3d_gl_info *gl_info = context->gl_info;
247 int srcBlend = GL_ZERO;
248 int dstBlend = GL_ZERO;
250 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
251 * blending parameters to work. */
252 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
253 || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
254 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
256 /* Disable blending in all cases even without pixelshaders.
257 * With blending on we could face a big performance penalty.
258 * The d3d9 visual test confirms the behavior. */
259 if (context->render_offscreen
260 && !(target->resource.format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
263 checkGLcall("glDisable GL_BLEND");
267 checkGLcall("glEnable GL_BLEND");
271 checkGLcall("glDisable GL_BLEND");
272 /* Nothing more to do - get out */
276 switch (stateblock->state.render_states[WINED3DRS_DESTBLEND])
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
285 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
287 /* To compensate the lack of format switching with backbuffer offscreen rendering,
288 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
289 * if the render target doesn't support alpha blending. A nonexistent alpha channel
290 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
292 case WINED3DBLEND_DESTALPHA :
293 dstBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
295 case WINED3DBLEND_INVDESTALPHA :
296 dstBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
299 case WINED3DBLEND_SRCALPHASAT :
300 dstBlend = GL_SRC_ALPHA_SATURATE;
301 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
304 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
305 * values which are still valid up to d3d9. They should not occur as dest blend values
307 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
308 srcBlend = GL_SRC_ALPHA;
309 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
312 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
313 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
314 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
317 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
318 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
320 FIXME("Unrecognized dst blend value %#x.\n",
321 stateblock->state.render_states[WINED3DRS_DESTBLEND]);
324 switch (stateblock->state.render_states[WINED3DRS_SRCBLEND])
326 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
327 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
328 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
329 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
330 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
331 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
332 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
333 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
334 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
336 case WINED3DBLEND_DESTALPHA :
337 srcBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
339 case WINED3DBLEND_INVDESTALPHA :
340 srcBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
343 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
344 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
347 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
348 dstBlend = GL_SRC_ALPHA;
351 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
352 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
354 FIXME("Unrecognized src blend value %#x.\n",
355 stateblock->state.render_states[WINED3DRS_SRCBLEND]);
358 if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
359 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
361 glEnable(GL_LINE_SMOOTH);
362 checkGLcall("glEnable(GL_LINE_SMOOTH)");
363 if(srcBlend != GL_SRC_ALPHA) {
364 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
366 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
367 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
370 glDisable(GL_LINE_SMOOTH);
371 checkGLcall("glDisable(GL_LINE_SMOOTH)");
374 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
375 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
376 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
379 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
381 int srcBlendAlpha = GL_ZERO;
382 int dstBlendAlpha = GL_ZERO;
384 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
385 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
387 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
391 switch (stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA])
393 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
394 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
395 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
396 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
397 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
398 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
399 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
400 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
401 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
402 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
403 case WINED3DBLEND_SRCALPHASAT :
404 dstBlend = GL_SRC_ALPHA_SATURATE;
405 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
407 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
408 * values which are still valid up to d3d9. They should not occur as dest blend values
410 case WINED3DBLEND_BOTHSRCALPHA :
411 dstBlendAlpha = GL_SRC_ALPHA;
412 srcBlendAlpha = GL_SRC_ALPHA;
413 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
415 case WINED3DBLEND_BOTHINVSRCALPHA :
416 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
417 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
418 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
420 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
421 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
423 FIXME("Unrecognized dst blend alpha value %#x.\n",
424 stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA]);
427 switch (stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA])
429 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
430 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
431 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
432 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
433 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
434 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
435 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
436 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
437 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
438 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
439 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
440 case WINED3DBLEND_BOTHSRCALPHA :
441 srcBlendAlpha = GL_SRC_ALPHA;
442 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
444 case WINED3DBLEND_BOTHINVSRCALPHA :
445 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
446 dstBlendAlpha = GL_SRC_ALPHA;
448 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
449 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
451 FIXME("Unrecognized src blend alpha value %#x.\n",
452 stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA]);
455 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
456 checkGLcall("glBlendFuncSeparateEXT");
458 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
459 glBlendFunc(srcBlend, dstBlend);
460 checkGLcall("glBlendFunc");
463 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
464 so it may need updating */
465 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
466 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
469 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
471 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
474 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
476 const struct wined3d_gl_info *gl_info = context->gl_info;
479 TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
480 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
481 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
482 checkGLcall("glBlendColor");
485 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
489 BOOL enable_ckey = FALSE;
491 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
493 /* Find out if the texture on the first stage has a ckey set
494 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
495 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
496 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
497 * in case it finds some texture+colorkeyenable combination which needs extra care.
499 if (stateblock->state.textures[0])
501 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
502 GLenum texture_dimensions = texture->baseTexture.target;
504 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
506 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
508 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
510 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
511 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
512 * surface has alpha bits */
513 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
518 if (enable_ckey || context->last_was_ckey)
519 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
520 context->last_was_ckey = enable_ckey;
522 if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
523 || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
525 glEnable(GL_ALPHA_TEST);
526 checkGLcall("glEnable GL_ALPHA_TEST");
528 glDisable(GL_ALPHA_TEST);
529 checkGLcall("glDisable GL_ALPHA_TEST");
530 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
536 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
538 glParm = GL_NOTEQUAL;
541 ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
542 glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
545 glAlphaFunc(glParm, ref);
546 checkGLcall("glAlphaFunc");
550 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
553 DWORD enable = 0xFFFFFFFF;
554 DWORD disable = 0x00000000;
556 if (!stateblock->device->vs_clipping && use_vs(stateblock))
558 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
559 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
560 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
561 * of that - don't do anything here and keep them disabled
563 if (stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
565 static BOOL warned = FALSE;
567 FIXME("Clipping not supported with vertex shaders\n");
574 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
575 * of already set values
578 /* If enabling / disabling all
579 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
581 if (stateblock->state.render_states[WINED3DRS_CLIPPING])
583 enable = stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
584 disable = ~stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
585 if (gl_info->supported[ARB_DEPTH_CLAMP])
587 glDisable(GL_DEPTH_CLAMP);
588 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
591 disable = 0xffffffff;
593 if (gl_info->supported[ARB_DEPTH_CLAMP])
595 glEnable(GL_DEPTH_CLAMP);
596 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
600 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
604 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
605 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
606 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
607 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
608 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
609 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
611 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
612 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
613 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
614 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
615 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
616 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
618 /** update clipping status */
621 stateblock->state.clip_status.ClipUnion = 0;
622 stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
626 stateblock->state.clip_status.ClipUnion = 0;
627 stateblock->state.clip_status.ClipIntersection = 0;
631 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
633 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
636 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
638 const struct wined3d_gl_info *gl_info = context->gl_info;
639 int blendEquation = GL_FUNC_ADD;
640 int blendEquationAlpha = GL_FUNC_ADD;
642 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
643 if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
644 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
646 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
650 switch (stateblock->state.render_states[WINED3DRS_BLENDOP])
652 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
653 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
654 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
655 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
656 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
658 FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x.\n",
659 stateblock->state.render_states[WINED3DRS_BLENDOP]);
662 switch (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA])
664 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
665 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
666 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
667 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
668 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
670 FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x\n",
671 stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
674 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
676 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
677 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
678 checkGLcall("glBlendEquationSeparateEXT");
680 TRACE("glBlendEquation(%x)\n", blendEquation);
681 GL_EXTCALL(glBlendEquationEXT(blendEquation));
682 checkGLcall("glBlendEquation");
686 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
688 const struct wined3d_gl_info *gl_info = context->gl_info;
689 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
690 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
691 * specular color. This is wrong:
692 * Separate specular color means the specular colour is maintained separately, whereas
693 * single color means it is merged in. However in both cases they are being used to
695 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
696 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
700 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
701 * Instead, we need to setup the FinalCombiner properly.
703 * The default setup for the FinalCombiner is:
705 * <variable> <input> <mapping> <usage>
706 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
707 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
708 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
709 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
710 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
711 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
712 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
714 * That's pretty much fine as it is, except for variable B, which needs to take
715 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
716 * whether WINED3DRS_SPECULARENABLE is enabled or not.
719 TRACE("Setting specular enable state and materials\n");
720 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
722 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
723 checkGLcall("glMaterialfv");
725 if (stateblock->state.material.Power > gl_info->limits.shininess)
727 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
728 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
729 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
730 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
731 * them, it should be safe to do so without major visual distortions.
733 WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
734 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
738 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
740 checkGLcall("glMaterialf(GL_SHININESS)");
742 if (gl_info->supported[EXT_SECONDARY_COLOR])
744 glEnable(GL_COLOR_SUM_EXT);
748 TRACE("Specular colors cannot be enabled in this version of opengl\n");
750 checkGLcall("glEnable(GL_COLOR_SUM)");
752 if (gl_info->supported[NV_REGISTER_COMBINERS])
754 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755 checkGLcall("glFinalCombinerInputNV()");
758 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
760 /* for the case of enabled lighting: */
761 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
762 checkGLcall("glMaterialfv");
764 /* for the case of disabled lighting: */
765 if (gl_info->supported[EXT_SECONDARY_COLOR])
767 glDisable(GL_COLOR_SUM_EXT);
771 TRACE("Specular colors cannot be disabled in this version of opengl\n");
773 checkGLcall("glDisable(GL_COLOR_SUM)");
775 if (gl_info->supported[NV_REGISTER_COMBINERS])
777 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
778 checkGLcall("glFinalCombinerInputNV()");
782 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
783 stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
784 stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
785 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
786 stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
787 stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
788 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
789 stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
790 stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
791 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
792 stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
793 stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
795 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
796 checkGLcall("glMaterialfv(GL_AMBIENT)");
797 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
798 checkGLcall("glMaterialfv(GL_DIFFUSE)");
799 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
800 checkGLcall("glMaterialfv(GL_EMISSION)");
803 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
805 const struct wined3d_gl_info *gl_info = context->gl_info;
808 /* Note the texture color applies to all textures whereas
809 * GL_TEXTURE_ENV_COLOR applies to active only
812 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
814 /* And now the default texture color as well */
815 for (i = 0; i < gl_info->limits.texture_stages; ++i)
817 /* Note the WINED3DRS value applies to all textures, but GL has one
818 * per texture, so apply it now ready to be used!
820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
821 checkGLcall("glActiveTextureARB");
823 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
824 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
828 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
829 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
831 const struct wined3d_gl_info *gl_info = context->gl_info;
833 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
834 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
835 GL_EXTCALL(glActiveStencilFaceEXT(face));
836 checkGLcall("glActiveStencilFaceEXT(...)");
837 glStencilFunc(func, ref, mask);
838 checkGLcall("glStencilFunc(...)");
839 glStencilOp(stencilFail, depthFail, stencilPass);
840 checkGLcall("glStencilOp(...)");
843 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
845 const struct wined3d_gl_info *gl_info = context->gl_info;
846 DWORD onesided_enable = FALSE;
847 DWORD twosided_enable = FALSE;
848 GLint func = GL_ALWAYS;
849 GLint func_ccw = GL_ALWAYS;
852 GLint stencilFail = GL_KEEP;
853 GLint depthFail = GL_KEEP;
854 GLint stencilPass = GL_KEEP;
855 GLint stencilFail_ccw = GL_KEEP;
856 GLint depthFail_ccw = GL_KEEP;
857 GLint stencilPass_ccw = GL_KEEP;
859 /* No stencil test without a stencil buffer. */
860 if (!stateblock->device->depth_stencil)
862 glDisable(GL_STENCIL_TEST);
863 checkGLcall("glDisable GL_STENCIL_TEST");
867 onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
868 twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
869 if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
871 if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
872 func_ccw = GL_ALWAYS;
873 ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
874 mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
875 stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
876 depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
877 stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
878 stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
879 depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
880 stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
882 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
883 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
884 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
885 onesided_enable, twosided_enable, ref, mask,
886 func, stencilFail, depthFail, stencilPass,
887 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
889 if (twosided_enable && onesided_enable) {
890 glEnable(GL_STENCIL_TEST);
891 checkGLcall("glEnable GL_STENCIL_TEST");
893 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
895 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
896 * which has an effect on the code below too. If we apply the front face
897 * afterwards, we are sure that the active stencil face is set to front,
898 * and other stencil functions which do not use two sided stencil do not have
901 renderstate_stencil_twosided(context, GL_BACK,
902 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
903 renderstate_stencil_twosided(context, GL_FRONT,
904 func, ref, mask, stencilFail, depthFail, stencilPass);
906 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
908 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
909 checkGLcall("glStencilFuncSeparateATI(...)");
910 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
911 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
912 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
913 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
915 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
918 else if(onesided_enable)
920 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
922 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
923 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
926 /* This code disables the ATI extension as well, since the standard stencil functions are equal
927 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
929 glEnable(GL_STENCIL_TEST);
930 checkGLcall("glEnable GL_STENCIL_TEST");
931 glStencilFunc(func, ref, mask);
932 checkGLcall("glStencilFunc(...)");
933 glStencilOp(stencilFail, depthFail, stencilPass);
934 checkGLcall("glStencilOp(...)");
936 glDisable(GL_STENCIL_TEST);
937 checkGLcall("glDisable GL_STENCIL_TEST");
941 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
943 DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
944 const struct wined3d_gl_info *gl_info = context->gl_info;
946 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
947 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
949 checkGLcall("glStencilMask");
950 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
951 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
955 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
957 DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
960 checkGLcall("glStencilMask");
963 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
966 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
968 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
970 /* Table fog on: Never use fog coords, and use per-fragment fog */
971 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
973 glHint(GL_FOG_HINT, GL_NICEST);
974 if(context->fog_coord) {
975 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
976 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
977 context->fog_coord = FALSE;
982 /* Otherwise use per-vertex fog in any case */
983 glHint(GL_FOG_HINT, GL_FASTEST);
985 if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
987 /* No fog at all, or transformed vertices: Use fog coord */
988 if(!context->fog_coord) {
989 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
990 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
991 context->fog_coord = TRUE;
994 /* Otherwise, use the fragment depth */
995 if(context->fog_coord) {
996 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
997 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
998 context->fog_coord = FALSE;
1003 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1005 float fogstart, fogend;
1011 switch(context->fog_source) {
1017 case FOGSOURCE_COORD:
1023 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
1024 fogstart = tmpvalue.f;
1025 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
1026 fogend = tmpvalue.f;
1027 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
1028 if(fogstart == fogend) {
1029 fogstart = -1.0f / 0.0f;
1035 /* This should not happen.context->fog_source is set in wined3d, not the app.
1036 * Still this is needed to make the compiler happy
1038 ERR("Unexpected fog coordinate source\n");
1043 glFogf(GL_FOG_START, fogstart);
1044 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1045 TRACE("Fog Start == %f\n", fogstart);
1047 glFogf(GL_FOG_END, fogend);
1048 checkGLcall("glFogf(GL_FOG_END, fogend)");
1049 TRACE("Fog End == %f\n", fogend);
1052 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1054 enum fogsource new_source;
1056 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1058 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE])
1060 /* No fog? Disable it, and we're done :-) */
1061 glDisableWINE(GL_FOG);
1062 checkGLcall("glDisable GL_FOG");
1068 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1069 * It can use the Z value of the vertex, or the alpha component of the specular color.
1070 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1071 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1072 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1074 * FOGTABLEMODE != NONE:
1075 * The Z value is used, with the equation specified, no matter what vertex type.
1077 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1078 * Per vertex fog is calculated using the specified fog equation and the parameters
1080 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1081 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1082 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1085 * Rules for vertex fog with shaders:
1087 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1088 * the fog computation to happen during transformation while openGL expects it to happen
1089 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1090 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1091 * To solve this problem, WineD3D does:
1092 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1094 * and 2) disables the fog computation (in either the fixed function or programmable
1095 * rasterizer) if using a vertex program.
1097 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1098 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1099 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1100 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1101 * There are some GL differences between specular fog coords and vertex shaders though.
1103 * With table fog the vertex shader fog coordinate is ignored.
1105 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1109 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1110 * the system will apply only pixel(=table) fog effects."
1112 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1114 if(use_vs(stateblock)) {
1115 glFogi(GL_FOG_MODE, GL_LINEAR);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1117 new_source = FOGSOURCE_VS;
1119 switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE])
1121 /* If processed vertices are used, fall through to the NONE case */
1122 case WINED3DFOG_EXP:
1123 if(!context->last_was_rhw) {
1124 glFogi(GL_FOG_MODE, GL_EXP);
1125 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1126 new_source = FOGSOURCE_FFP;
1131 case WINED3DFOG_EXP2:
1132 if(!context->last_was_rhw) {
1133 glFogi(GL_FOG_MODE, GL_EXP2);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1135 new_source = FOGSOURCE_FFP;
1140 case WINED3DFOG_LINEAR:
1141 if(!context->last_was_rhw) {
1142 glFogi(GL_FOG_MODE, GL_LINEAR);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1144 new_source = FOGSOURCE_FFP;
1149 case WINED3DFOG_NONE:
1150 /* Both are none? According to msdn the alpha channel of the specular
1151 * color contains a fog factor. Set it in drawStridedSlow.
1152 * Same happens with Vertexfog on transformed vertices
1154 new_source = FOGSOURCE_COORD;
1155 glFogi(GL_FOG_MODE, GL_LINEAR);
1156 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1160 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1161 stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE]);
1162 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1166 new_source = FOGSOURCE_FFP;
1168 switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE])
1170 case WINED3DFOG_EXP:
1171 glFogi(GL_FOG_MODE, GL_EXP);
1172 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1175 case WINED3DFOG_EXP2:
1176 glFogi(GL_FOG_MODE, GL_EXP2);
1177 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1180 case WINED3DFOG_LINEAR:
1181 glFogi(GL_FOG_MODE, GL_LINEAR);
1182 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1185 case WINED3DFOG_NONE: /* Won't happen */
1187 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1188 stateblock->state.render_states[WINED3DRS_FOGTABLEMODE]);
1192 glEnableWINE(GL_FOG);
1193 checkGLcall("glEnable GL_FOG");
1194 if(new_source != context->fog_source) {
1195 context->fog_source = new_source;
1196 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1200 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1202 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1203 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1206 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1208 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1210 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1211 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1213 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1214 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1218 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1221 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1222 glFogfv(GL_FOG_COLOR, &col[0]);
1223 checkGLcall("glFog GL_FOG_COLOR");
1226 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1232 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1233 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1234 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1237 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1239 IWineD3DDeviceImpl *device = stateblock->device;
1242 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1243 * The vertex declaration will call this function if the fixed function pipeline is used.
1246 if(isStateDirty(context, STATE_VDECL)) {
1250 context->num_untracked_materials = 0;
1251 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1252 && stateblock->state.render_states[WINED3DRS_COLORVERTEX])
1254 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1255 stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1256 stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1257 stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1258 stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1260 if (stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1262 if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1264 Parm = GL_AMBIENT_AND_DIFFUSE;
1268 if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1270 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1271 context->num_untracked_materials++;
1273 if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1275 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276 context->num_untracked_materials++;
1279 else if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1282 if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1284 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1285 context->num_untracked_materials++;
1287 if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1289 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1290 context->num_untracked_materials++;
1293 else if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1296 if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1298 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1299 context->num_untracked_materials++;
1302 else if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1308 /* Nothing changed, return. */
1309 if (Parm == context->tracking_parm) return;
1312 glDisable(GL_COLOR_MATERIAL);
1313 checkGLcall("glDisable GL_COLOR_MATERIAL");
1315 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1316 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1317 glEnable(GL_COLOR_MATERIAL);
1318 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1321 /* Apparently calls to glMaterialfv are ignored for properties we're
1322 * tracking with glColorMaterial, so apply those here. */
1323 switch (context->tracking_parm) {
1324 case GL_AMBIENT_AND_DIFFUSE:
1325 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
1326 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
1327 checkGLcall("glMaterialfv");
1331 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
1332 checkGLcall("glMaterialfv");
1336 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
1337 checkGLcall("glMaterialfv");
1341 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&device->updateStateBlock->state.material.Emissive);
1342 checkGLcall("glMaterialfv");
1346 /* Only change material color if specular is enabled, otherwise it is set to black */
1347 if (device->stateBlock->state.render_states[WINED3DRS_SPECULARENABLE])
1349 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
1350 (float *)&device->updateStateBlock->state.material.Specular);
1351 checkGLcall("glMaterialfv");
1353 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1354 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1355 checkGLcall("glMaterialfv");
1360 context->tracking_parm = Parm;
1363 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1367 WINED3DLINEPATTERN lp;
1369 tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1371 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1373 if (tmppattern.lp.wRepeatFactor) {
1374 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1375 checkGLcall("glLineStipple(repeat, linepattern)");
1376 glEnable(GL_LINE_STIPPLE);
1377 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1379 glDisable(GL_LINE_STIPPLE);
1380 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1384 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1391 if (stateblock->state.render_states[WINED3DRS_ZBIAS])
1393 tmpvalue.d = stateblock->state.render_states[WINED3DRS_ZBIAS];
1394 TRACE("ZBias value %f\n", tmpvalue.f);
1395 glPolygonOffset(0, -tmpvalue.f);
1396 checkGLcall("glPolygonOffset(0, -Value)");
1397 glEnable(GL_POLYGON_OFFSET_FILL);
1398 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1399 glEnable(GL_POLYGON_OFFSET_LINE);
1400 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1401 glEnable(GL_POLYGON_OFFSET_POINT);
1402 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1404 glDisable(GL_POLYGON_OFFSET_FILL);
1405 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1406 glDisable(GL_POLYGON_OFFSET_LINE);
1407 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1408 glDisable(GL_POLYGON_OFFSET_POINT);
1409 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1414 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1416 if(isStateDirty(context, STATE_VDECL)) {
1419 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1420 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1421 * by zero and is not properly defined in opengl, so avoid it
1423 if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1424 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1426 glEnable(GL_NORMALIZE);
1427 checkGLcall("glEnable(GL_NORMALIZE);");
1429 glDisable(GL_NORMALIZE);
1430 checkGLcall("glDisable(GL_NORMALIZE);");
1434 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1441 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1442 if (tmpvalue.f != 1.0f)
1444 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1446 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1447 if (tmpvalue.f != 64.0f)
1449 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1454 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1456 const struct wined3d_gl_info *gl_info = context->gl_info;
1463 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1464 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1466 /* Max point size trumps min point size */
1471 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1472 checkGLcall("glPointParameterfEXT(...)");
1473 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1474 checkGLcall("glPointParameterfEXT(...)");
1477 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1479 const struct wined3d_gl_info *gl_info = context->gl_info;
1486 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1487 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1489 /* Max point size trumps min point size */
1494 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1495 checkGLcall("glPointParameterfARB(...)");
1496 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1497 checkGLcall("glPointParameterfARB(...)");
1500 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1502 const struct wined3d_gl_info *gl_info = context->gl_info;
1503 /* TODO: Group this with the viewport */
1505 * POINTSCALEENABLE controls how point size value is treated. If set to
1506 * true, the point size is scaled with respect to height of viewport.
1507 * When set to false point size is in pixels.
1510 /* Default values */
1511 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1515 } pointSize, A, B, C;
1517 pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1518 A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1519 B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1520 C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1522 if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1524 GLfloat scaleFactor;
1525 DWORD h = stateblock->state.viewport.Height;
1527 if (pointSize.f < gl_info->limits.pointsize_min)
1529 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1530 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1531 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1532 * are less than 1.0f. scale_factor = 1.0f / point_size.
1534 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1535 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1536 * is 1.0, but then accepts points below that and draws too small points
1538 pointSize.f = gl_info->limits.pointsize_min;
1540 else if(pointSize.f > gl_info->limits.pointsize_max)
1542 /* gl already scales the input to glPointSize,
1543 * d3d scales the result after the point size scale.
1544 * If the point size is bigger than the max size, use the
1545 * scaling to scale it bigger, and set the gl point size to max
1547 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1548 TRACE("scale: %f\n", scaleFactor);
1549 pointSize.f = gl_info->limits.pointsize_max;
1553 scaleFactor = powf(h * scaleFactor, 2);
1555 att[0] = A.f / scaleFactor;
1556 att[1] = B.f / scaleFactor;
1557 att[2] = C.f / scaleFactor;
1560 if (gl_info->supported[ARB_POINT_PARAMETERS])
1562 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1563 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1565 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1567 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1568 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1570 else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1572 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1575 glPointSize(pointSize.f);
1576 checkGLcall("glPointSize(...);");
1579 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1581 WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1584 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1586 DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1587 DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1588 DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1589 DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1591 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1592 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1593 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1594 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1595 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1596 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1597 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1598 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1599 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1600 checkGLcall("glColorMask(...)");
1602 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1603 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1605 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1606 mask0, mask1, mask2, mask3);
1607 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1611 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1613 GL_EXTCALL(glColorMaskIndexedEXT(index,
1614 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1615 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1616 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1617 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1620 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1622 set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1625 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1627 set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1630 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1632 set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1635 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1637 set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1640 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1642 if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1644 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1645 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1647 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1648 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1652 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1654 if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1656 TRACE("Last Pixel Drawing Enabled\n");
1660 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1663 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1668 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1672 /* TODO: NV_POINT_SPRITE */
1673 if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1675 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1676 FIXME("Point sprites not supported\n");
1681 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1683 const struct wined3d_gl_info *gl_info = context->gl_info;
1685 if (stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1689 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1691 if (use_ps(stateblock) || stateblock->state.lowest_disabled_stage > gl_info->limits.point_sprite_units)
1693 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1698 glEnable(GL_POINT_SPRITE_ARB);
1699 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1701 glDisable(GL_POINT_SPRITE_ARB);
1702 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1706 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1709 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1710 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1711 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1712 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1714 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1716 if (stateblock->state.render_states[WINED3DRS_WRAP0]
1717 || stateblock->state.render_states[WINED3DRS_WRAP1]
1718 || stateblock->state.render_states[WINED3DRS_WRAP2]
1719 || stateblock->state.render_states[WINED3DRS_WRAP3]
1720 || stateblock->state.render_states[WINED3DRS_WRAP4]
1721 || stateblock->state.render_states[WINED3DRS_WRAP5]
1722 || stateblock->state.render_states[WINED3DRS_WRAP6]
1723 || stateblock->state.render_states[WINED3DRS_WRAP7]
1724 || stateblock->state.render_states[WINED3DRS_WRAP8]
1725 || stateblock->state.render_states[WINED3DRS_WRAP9]
1726 || stateblock->state.render_states[WINED3DRS_WRAP10]
1727 || stateblock->state.render_states[WINED3DRS_WRAP11]
1728 || stateblock->state.render_states[WINED3DRS_WRAP12]
1729 || stateblock->state.render_states[WINED3DRS_WRAP13]
1730 || stateblock->state.render_states[WINED3DRS_WRAP14]
1731 || stateblock->state.render_states[WINED3DRS_WRAP15])
1733 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1737 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1739 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1740 WARN("Multisample antialiasing not supported by gl\n");
1743 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1745 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1747 glEnable(GL_MULTISAMPLE_ARB);
1748 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1750 glDisable(GL_MULTISAMPLE_ARB);
1751 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1755 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1757 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1759 glEnable(GL_SCISSOR_TEST);
1760 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1762 glDisable(GL_SCISSOR_TEST);
1763 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1767 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1768 * OpenGL the bias is specified in units of "the smallest value that is
1769 * guaranteed to produce a resolvable offset for a given implementation". To
1770 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1771 * There's no practical way to retrieve that value from a given GL
1772 * implementation, but the D3D application has essentially the same problem,
1773 * which makes a guess of 1e-6f seem reasonable here. Note that
1774 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1775 * need to be scaled. */
1776 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1778 if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1779 || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1785 } scale_bias, const_bias;
1787 scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1788 const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1790 glEnable(GL_POLYGON_OFFSET_FILL);
1791 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1793 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1794 checkGLcall("glPolygonOffset(...)");
1796 glDisable(GL_POLYGON_OFFSET_FILL);
1797 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1801 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1803 if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1804 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1807 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1809 if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1811 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1812 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1814 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1815 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1819 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1821 if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1822 FIXME(" Stippled Alpha not supported yet.\n");
1825 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1827 if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1828 FIXME("Antialias not supported yet.\n");
1831 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1833 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1834 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1835 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1838 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1840 if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1841 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1842 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1845 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1853 if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1855 static BOOL displayed = FALSE;
1857 tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1859 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1865 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1867 if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1868 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1869 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1872 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1874 if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1875 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1876 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1879 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1881 if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1882 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1883 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1886 static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1893 const struct wined3d_gl_info *gl_info = context->gl_info;
1895 if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1897 zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1898 zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1900 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1901 * In d3d9 test is not performed in this case*/
1902 if (zmin.f <= zmax.f)
1904 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1905 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1906 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1907 checkGLcall("glDepthBoundsEXT(...)");
1910 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1911 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1915 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1916 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1919 state_tessellation(state, stateblock, context);
1922 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1924 if (stateblock->state.render_states[WINED3DRS_WRAPU])
1925 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1928 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1930 if (stateblock->state.render_states[WINED3DRS_WRAPV])
1931 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1934 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1936 if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1937 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1940 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1942 if (stateblock->state.render_states[WINED3DRS_ROP2])
1943 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1946 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1948 if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1949 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1952 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1954 if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1955 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1958 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1960 if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1961 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1964 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1966 if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1967 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1970 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1972 if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1973 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1976 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1978 if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1979 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1982 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1984 if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1985 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1988 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1990 if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1991 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1994 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1996 if (stateblock->state.render_states[WINED3DRS_EXTENTS])
1997 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
2000 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2002 if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
2003 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
2006 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2008 if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
2009 FIXME("Software vertex processing not implemented.\n");
2012 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
2013 #if defined (GL_VERSION_1_3)
2014 # define useext(A) A
2015 #elif defined (GL_EXT_texture_env_combine)
2016 # define useext(A) A##_EXT
2017 #elif defined (GL_ARB_texture_env_combine)
2018 # define useext(A) A##_ARB
2021 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2022 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2023 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2024 * flag specifies the complement of the input should be used. */
2025 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2026 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2028 /* Calculate the operand */
2030 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2031 else *operand = GL_ONE_MINUS_SRC_COLOR;
2033 if (from_alpha) *operand = GL_SRC_ALPHA;
2034 else *operand = GL_SRC_COLOR;
2037 /* Calculate the source */
2038 switch (arg & WINED3DTA_SELECTMASK) {
2039 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2040 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2041 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2042 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2043 case WINED3DTA_SPECULAR:
2045 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2046 * 'Secondary color' and isn't supported until base GL supports it
2047 * There is no concept of temp registers as far as I can tell
2049 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2050 *source = GL_TEXTURE;
2053 FIXME("Unrecognized texture arg %#x\n", arg);
2054 *source = GL_TEXTURE;
2059 /* Setup the texture operations texture stage states */
2060 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
2061 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2063 const struct wined3d_gl_info *gl_info = context->gl_info;
2064 GLenum src1, src2, src3;
2065 GLenum opr1, opr2, opr3;
2067 GLenum src0_target, src1_target, src2_target;
2068 GLenum opr0_target, opr1_target, opr2_target;
2070 GLenum opr=0, invopr, src3_target, opr3_target;
2071 BOOL Handled = FALSE;
2072 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2074 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2076 /* This is called by a state handler which has the gl lock held and a context for the thread */
2078 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2079 the form (a1 <operation> a2). However, some of the more complex operations
2080 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2081 in a third parameter called a0. Therefore these are operations of the form
2082 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2084 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2085 functions below, expect their syntax to differ slightly to those listed in the
2086 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2087 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2090 comb_target = useext(GL_COMBINE_ALPHA);
2091 src0_target = useext(GL_SOURCE0_ALPHA);
2092 src1_target = useext(GL_SOURCE1_ALPHA);
2093 src2_target = useext(GL_SOURCE2_ALPHA);
2094 opr0_target = useext(GL_OPERAND0_ALPHA);
2095 opr1_target = useext(GL_OPERAND1_ALPHA);
2096 opr2_target = useext(GL_OPERAND2_ALPHA);
2097 scal_target = GL_ALPHA_SCALE;
2100 comb_target = useext(GL_COMBINE_RGB);
2101 src0_target = useext(GL_SOURCE0_RGB);
2102 src1_target = useext(GL_SOURCE1_RGB);
2103 src2_target = useext(GL_SOURCE2_RGB);
2104 opr0_target = useext(GL_OPERAND0_RGB);
2105 opr1_target = useext(GL_OPERAND1_RGB);
2106 opr2_target = useext(GL_OPERAND2_RGB);
2107 scal_target = useext(GL_RGB_SCALE);
2110 /* If a texture stage references an invalid texture unit the stage just
2111 * passes through the result from the previous stage */
2112 if (is_invalid_op(&This->stateBlock->state, Stage, op, arg1, arg2, arg3))
2114 arg1 = WINED3DTA_CURRENT;
2115 op = WINED3DTOP_SELECTARG1;
2118 if (isAlpha && !This->stateBlock->state.textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2120 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2122 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2124 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2125 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2127 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2129 Handled = TRUE; /* Assume will be handled */
2131 /* Other texture operations require special extensions: */
2132 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2136 invopr = GL_ONE_MINUS_SRC_ALPHA;
2137 src3_target = GL_SOURCE3_ALPHA_NV;
2138 opr3_target = GL_OPERAND3_ALPHA_NV;
2141 invopr = GL_ONE_MINUS_SRC_COLOR;
2142 src3_target = GL_SOURCE3_RGB_NV;
2143 opr3_target = GL_OPERAND3_RGB_NV;
2146 case WINED3DTOP_DISABLE: /* Only for alpha */
2147 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2148 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2149 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2150 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2151 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2152 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2153 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2154 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2155 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2156 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2157 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2158 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2159 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2160 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2161 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2162 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2163 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2164 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2166 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2167 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2168 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2169 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2170 if (op == WINED3DTOP_SELECTARG1) {
2171 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2172 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2173 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2174 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2176 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2177 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2178 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2179 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2181 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2182 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2183 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2184 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2185 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2186 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2187 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2188 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2189 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2190 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2191 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2192 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2195 case WINED3DTOP_MODULATE:
2196 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2197 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2198 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2199 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2200 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2201 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2202 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2203 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2204 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2205 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2206 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2207 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2208 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2209 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2210 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2211 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2212 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2213 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2214 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2215 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2217 case WINED3DTOP_MODULATE2X:
2218 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2219 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2220 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2221 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2222 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2223 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2224 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2225 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2226 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2227 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2228 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2229 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2230 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2231 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2232 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2233 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2234 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2235 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2236 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2237 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2239 case WINED3DTOP_MODULATE4X:
2240 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2241 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2242 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2243 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2244 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2245 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2246 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2247 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2248 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2249 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2250 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2251 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2252 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2253 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2254 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2255 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2256 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2257 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2258 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2259 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2262 case WINED3DTOP_ADD:
2263 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2264 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2265 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2266 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2267 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2268 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2269 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2270 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2271 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2272 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2273 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2274 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2275 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2276 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2277 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2278 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2279 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2280 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2281 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2282 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2285 case WINED3DTOP_ADDSIGNED:
2286 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2287 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2288 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2289 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2290 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2291 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2292 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2293 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2294 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2295 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2296 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2297 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2298 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2299 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2300 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2301 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2302 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2303 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2304 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2305 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2308 case WINED3DTOP_ADDSIGNED2X:
2309 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2310 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2311 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2312 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2313 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2314 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2315 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2316 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2317 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2318 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2319 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2320 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2321 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2322 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2323 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2324 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2325 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2326 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2327 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2328 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2331 case WINED3DTOP_ADDSMOOTH:
2332 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2333 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2334 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2335 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2336 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2337 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2338 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2339 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2340 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2341 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2342 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2343 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2344 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2345 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2346 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2347 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2349 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2350 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2351 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2352 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2354 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2355 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2356 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2357 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2360 case WINED3DTOP_BLENDDIFFUSEALPHA:
2361 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2362 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2363 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2364 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2365 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2366 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2367 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2368 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2369 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2370 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2371 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2372 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2373 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2374 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2375 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2376 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2377 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2378 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2379 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2380 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2382 case WINED3DTOP_BLENDTEXTUREALPHA:
2383 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2384 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2385 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2386 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2387 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2388 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2389 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2390 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2391 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2392 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2393 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2394 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2395 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2396 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2397 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2398 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2399 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2400 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2401 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2402 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2404 case WINED3DTOP_BLENDFACTORALPHA:
2405 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2406 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2407 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2408 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2409 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2410 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2411 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2412 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2413 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2414 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2415 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2416 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2417 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2418 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2419 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2420 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2421 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2422 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2423 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2424 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2426 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2427 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2428 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2429 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2430 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2431 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2432 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2433 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2434 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2435 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2436 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2437 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2438 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2439 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2440 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2441 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2442 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2443 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2444 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2445 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2446 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2448 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2449 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2450 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2451 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2452 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2453 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2454 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2455 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2456 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2457 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2458 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2459 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2460 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2461 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2462 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2463 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2464 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2466 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2467 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2469 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2470 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2471 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2472 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2474 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2475 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2476 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2477 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2478 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2479 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2480 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2481 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2482 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2483 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2484 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2485 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2486 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2488 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2489 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2491 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2492 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2493 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2494 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2495 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2496 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2497 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2498 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2500 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2501 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2502 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2503 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2504 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2505 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2506 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2507 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2508 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2509 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2510 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2511 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2512 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2513 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2514 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2515 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2516 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2518 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2519 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2520 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2521 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2523 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2524 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2525 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2526 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2528 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2529 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2530 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2531 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2532 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2534 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2535 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2536 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2537 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2539 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2540 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2541 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2542 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2543 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2544 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2545 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2546 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2548 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2549 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2551 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2552 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2553 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2554 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2555 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2556 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2557 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2558 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2560 case WINED3DTOP_MULTIPLYADD:
2561 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2563 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2564 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2565 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2566 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2567 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2568 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2569 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2570 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2571 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2572 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2573 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2574 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2575 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2576 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2577 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2578 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2579 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2580 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2583 case WINED3DTOP_BUMPENVMAP:
2587 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2588 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2594 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2595 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2599 } /* GL_NV_texture_env_combine4 */
2601 Handled = TRUE; /* Again, assume handled */
2603 case WINED3DTOP_DISABLE: /* Only for alpha */
2604 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2605 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2606 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2607 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2608 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2609 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2610 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2611 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2613 case WINED3DTOP_SELECTARG1:
2614 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2615 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2616 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2617 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2618 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2619 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2620 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2621 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2623 case WINED3DTOP_SELECTARG2:
2624 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2625 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2626 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2627 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2628 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2629 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2630 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2631 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2633 case WINED3DTOP_MODULATE:
2634 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2635 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2636 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2637 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2638 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2639 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2640 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2641 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2642 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2643 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2644 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2647 case WINED3DTOP_MODULATE2X:
2648 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2649 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2650 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2659 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2661 case WINED3DTOP_MODULATE4X:
2662 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2663 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2664 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2665 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2666 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2667 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2668 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2669 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2670 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2671 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2672 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2673 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2675 case WINED3DTOP_ADD:
2676 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2677 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2678 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2679 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2680 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2681 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2682 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2683 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2684 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2685 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2686 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2687 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2689 case WINED3DTOP_ADDSIGNED:
2690 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2691 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2692 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2693 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2694 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2695 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2696 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2697 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2698 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2699 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2700 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2701 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 case WINED3DTOP_ADDSIGNED2X:
2704 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2706 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2707 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2708 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2709 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2710 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2711 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2712 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2713 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2714 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2715 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2717 case WINED3DTOP_SUBTRACT:
2718 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2720 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2721 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2722 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2723 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2724 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2725 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2726 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2727 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2728 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2729 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2730 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2731 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2733 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2737 case WINED3DTOP_BLENDDIFFUSEALPHA:
2738 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2739 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2740 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2741 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2742 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2743 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2744 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2745 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2746 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2747 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2748 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2749 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2750 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2751 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2752 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2753 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2755 case WINED3DTOP_BLENDTEXTUREALPHA:
2756 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2757 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2758 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2759 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2760 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2761 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2762 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2763 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2764 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2765 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2766 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2767 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2768 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2769 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2770 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2771 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2773 case WINED3DTOP_BLENDFACTORALPHA:
2774 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2775 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2776 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2777 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2778 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2779 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2780 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2781 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2782 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2783 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2784 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2785 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2786 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2787 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2788 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2789 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2791 case WINED3DTOP_BLENDCURRENTALPHA:
2792 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2793 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2794 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2795 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2796 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2797 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2798 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2799 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2800 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2801 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2802 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2803 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2804 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2805 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2806 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2807 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2809 case WINED3DTOP_DOTPRODUCT3:
2810 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2812 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2813 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2815 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2817 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2818 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2820 FIXME("This version of opengl does not support GL_DOT3\n");
2822 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2823 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2824 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2825 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2826 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2827 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2828 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2829 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2830 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2831 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2833 case WINED3DTOP_LERP:
2834 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2836 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2842 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2844 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2845 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2846 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2847 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2848 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2849 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2851 case WINED3DTOP_ADDSMOOTH:
2852 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2854 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2855 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2856 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2857 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2859 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2860 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2861 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2862 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2864 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2865 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2866 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2867 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2868 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2869 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2870 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2871 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2872 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2873 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2874 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2875 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2879 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2880 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2882 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2883 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2884 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2885 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2886 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2887 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2888 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2889 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2890 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2891 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2892 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2893 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2894 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2895 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2896 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2897 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2901 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2902 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2904 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2905 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2906 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2907 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2909 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2910 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2911 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2912 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2914 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2915 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2916 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2917 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2918 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2919 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2920 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2921 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2922 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2923 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2924 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2925 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2929 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2930 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2932 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2933 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2934 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2935 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2936 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2937 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2938 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2939 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2941 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2942 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2943 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2944 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2946 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2947 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2948 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2949 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2950 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2951 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2952 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2953 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2957 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2958 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2960 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2961 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2962 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2963 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2965 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2966 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2967 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2968 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2970 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2971 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2972 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2973 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2974 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2975 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2976 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2977 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2978 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2979 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2980 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2981 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2985 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2986 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2988 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2989 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2990 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2991 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2993 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2994 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2995 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2996 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2998 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2999 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3000 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3001 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3003 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3004 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3005 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3006 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3008 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3009 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3010 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3011 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3012 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3013 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3014 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3015 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3019 case WINED3DTOP_MULTIPLYADD:
3020 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3022 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3023 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3024 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3025 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3026 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3027 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3028 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3029 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3030 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3031 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3032 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3033 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3034 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3035 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3036 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3037 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3041 case WINED3DTOP_BUMPENVMAPLUMINANCE:
3042 case WINED3DTOP_BUMPENVMAP:
3043 if (gl_info->supported[NV_TEXTURE_SHADER2])
3045 /* Technically texture shader support without register combiners is possible, but not expected to occur
3046 * on real world cards, so for now a fixme should be enough
3048 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3055 BOOL combineOK = TRUE;
3056 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3061 op2 = This->stateBlock->state.texture_states[Stage][WINED3DTSS_COLOROP];
3063 op2 = This->stateBlock->state.texture_states[Stage][WINED3DTSS_ALPHAOP];
3065 /* Note: If COMBINE4 in effect can't go back to combine! */
3067 case WINED3DTOP_ADDSMOOTH:
3068 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3069 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3070 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3071 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3072 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3073 case WINED3DTOP_MULTIPLYADD:
3074 /* Ignore those implemented in both cases */
3076 case WINED3DTOP_SELECTARG1:
3077 case WINED3DTOP_SELECTARG2:
3082 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3089 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3090 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3096 /* After all the extensions, if still unhandled, report fixme */
3097 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3101 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3103 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3104 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3105 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3106 const struct wined3d_gl_info *gl_info = context->gl_info;
3108 TRACE("Setting color op for stage %d\n", stage);
3110 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3111 if (use_ps(stateblock)) return;
3113 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3115 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3117 if (tex_used && mapped_stage >= gl_info->limits.textures)
3119 FIXME("Attempt to enable unsupported stage!\n");
3122 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3123 checkGLcall("glActiveTextureARB");
3126 if (stage >= stateblock->state.lowest_disabled_stage)
3128 TRACE("Stage disabled\n");
3129 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3131 /* Disable everything here */
3132 glDisable(GL_TEXTURE_2D);
3133 checkGLcall("glDisable(GL_TEXTURE_2D)");
3134 glDisable(GL_TEXTURE_3D);
3135 checkGLcall("glDisable(GL_TEXTURE_3D)");
3136 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3138 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3139 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3141 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3143 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3144 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3151 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3152 * if the sampler for this stage is dirty
3154 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3155 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3158 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3159 stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
3160 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
3161 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
3162 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0]);
3165 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3167 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3168 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3169 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3170 const struct wined3d_gl_info *gl_info = context->gl_info;
3171 DWORD op, arg1, arg2, arg0;
3173 TRACE("Setting alpha op for stage %d\n", stage);
3174 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3175 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3177 if (tex_used && mapped_stage >= gl_info->limits.textures)
3179 FIXME("Attempt to enable unsupported stage!\n");
3182 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3183 checkGLcall("glActiveTextureARB");
3186 op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3187 arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3188 arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3189 arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3191 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3193 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
3194 GLenum texture_dimensions = texture->baseTexture.target;
3196 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3198 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
3200 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3202 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3203 * properly. On the other hand applications can still use texture combiners apparently. This code
3204 * takes care that apps cannot remove the texture's alpha channel entirely.
3206 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3207 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3208 * and alpha component of diffuse color to draw things like translucent text and perform other
3211 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3212 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3213 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3214 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3215 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3216 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3217 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3218 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3219 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3222 * What to do with multitexturing? So far no app has been found that uses color keying with
3224 if (op == WINED3DTOP_DISABLE)
3226 arg1 = WINED3DTA_TEXTURE;
3227 op = WINED3DTOP_SELECTARG1;
3229 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3231 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3233 arg2 = WINED3DTA_TEXTURE;
3234 op = WINED3DTOP_MODULATE;
3236 else arg1 = WINED3DTA_TEXTURE;
3238 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3240 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3242 arg1 = WINED3DTA_TEXTURE;
3243 op = WINED3DTOP_MODULATE;
3245 else arg2 = WINED3DTA_TEXTURE;
3251 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3252 * this if block here, and the other code(color keying, texture unit selection) are the same
3254 TRACE("Setting alpha op for stage %d\n", stage);
3255 if (gl_info->supported[NV_REGISTER_COMBINERS])
3257 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3258 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3262 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3266 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3268 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3269 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3270 const struct wined3d_gl_info *gl_info = context->gl_info;
3274 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3275 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3277 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3281 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3282 if (mapped_stage >= gl_info->limits.textures) return;
3284 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3285 checkGLcall("glActiveTextureARB");
3286 generated = (stateblock->state.texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3287 != WINED3DTSS_TCI_PASSTHRU;
3288 coordIdx = min(stateblock->state.texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3290 set_texture_matrix(&stateblock->state.transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3291 stateblock->state.texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3292 generated, context->last_was_rhw,
3293 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3294 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3295 : WINED3DFMT_UNKNOWN,
3296 stateblock->device->frag_pipe->ffp_proj_control);
3298 /* The sampler applying function calls us if this changes */
3299 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->state.textures[texUnit])
3302 FIXME("Non-power2 texture being used with generated texture coords\n");
3304 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3305 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3306 if (!use_ps(stateblock)) {
3307 TRACE("Non power two matrix multiply fixup\n");
3308 glMultMatrixf(stateblock->state.textures[texUnit]->baseTexture.pow2Matrix);
3313 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3315 unsigned int texture_idx;
3317 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3319 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3320 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3324 static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock,
3325 const struct wined3d_stream_info *si, GLuint *curVBO)
3327 unsigned int mapped_stage = 0;
3328 unsigned int textureNo = 0;
3330 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3332 int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3334 mapped_stage = stateblock->device->texUnitMap[textureNo];
3335 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3337 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3339 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3340 const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3342 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3343 textureNo, mapped_stage, coordIdx, e->data);
3345 if (*curVBO != e->buffer_object)
3347 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3348 checkGLcall("glBindBufferARB");
3349 *curVBO = e->buffer_object;
3352 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3353 checkGLcall("glClientActiveTextureARB");
3355 /* The coords to supply depend completely on the fvf / vertex shader */
3356 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3357 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3358 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3360 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3363 if (gl_info->supported[NV_REGISTER_COMBINERS])
3365 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3366 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3368 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3372 checkGLcall("loadTexCoords");
3375 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3377 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3378 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3379 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3380 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3381 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3382 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3383 const struct wined3d_gl_info *gl_info = context->gl_info;
3385 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3387 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3391 if (mapped_stage >= gl_info->limits.fragment_samplers)
3393 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3396 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3397 checkGLcall("glActiveTextureARB");
3399 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3401 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3402 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3403 * means use the vertex position (camera-space) as the input texture coordinates
3404 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3405 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3406 * to the TEXCOORDINDEX value
3408 switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3410 case WINED3DTSS_TCI_PASSTHRU:
3411 /* Use the specified texture coordinates contained within the
3412 * vertex format. This value resolves to zero. */
3413 glDisable(GL_TEXTURE_GEN_S);
3414 glDisable(GL_TEXTURE_GEN_T);
3415 glDisable(GL_TEXTURE_GEN_R);
3416 glDisable(GL_TEXTURE_GEN_Q);
3417 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3420 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3421 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3422 * as the input texture coordinates for this stage's texture transformation. This
3423 * equates roughly to EYE_LINEAR */
3425 glMatrixMode(GL_MODELVIEW);
3428 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3429 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3430 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3431 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3433 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3435 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3436 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3437 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3438 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3440 glEnable(GL_TEXTURE_GEN_S);
3441 glEnable(GL_TEXTURE_GEN_T);
3442 glEnable(GL_TEXTURE_GEN_R);
3443 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3447 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3448 /* Note that NV_TEXGEN_REFLECTION support is implied when
3449 * ARB_TEXTURE_CUBE_MAP is supported */
3450 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3452 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3456 glMatrixMode(GL_MODELVIEW);
3459 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3460 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3461 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3462 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3464 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3466 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3467 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3468 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3469 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3471 glEnable(GL_TEXTURE_GEN_S);
3472 glEnable(GL_TEXTURE_GEN_T);
3473 glEnable(GL_TEXTURE_GEN_R);
3474 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3478 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3479 /* Note that NV_TEXGEN_REFLECTION support is implied when
3480 * ARB_TEXTURE_CUBE_MAP is supported */
3481 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3483 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3487 glMatrixMode(GL_MODELVIEW);
3490 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3491 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3492 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3493 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3495 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3497 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3498 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3499 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3500 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3502 glEnable(GL_TEXTURE_GEN_S);
3503 glEnable(GL_TEXTURE_GEN_T);
3504 glEnable(GL_TEXTURE_GEN_R);
3505 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3509 case WINED3DTSS_TCI_SPHEREMAP:
3510 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3511 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3512 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3514 glEnable(GL_TEXTURE_GEN_S);
3515 glEnable(GL_TEXTURE_GEN_T);
3516 glDisable(GL_TEXTURE_GEN_R);
3517 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3522 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3523 stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3524 glDisable(GL_TEXTURE_GEN_S);
3525 glDisable(GL_TEXTURE_GEN_T);
3526 glDisable(GL_TEXTURE_GEN_R);
3527 glDisable(GL_TEXTURE_GEN_Q);
3528 checkGLcall("Disable texgen.");
3533 /* Update the texture matrix */
3534 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3535 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3538 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3539 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3540 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3541 * and do all the things linked to it
3542 * TODO: Tidy that up to reload only the arrays of the changed unit
3544 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3546 unloadTexCoords(gl_info);
3547 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3551 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3553 IWineD3DDeviceImpl *device = stateblock->device;
3555 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3556 * has an update pending
3558 if(isStateDirty(context, STATE_VDECL) ||
3559 isStateDirty(context, STATE_PIXELSHADER)) {
3563 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3566 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3568 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3569 IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3571 if (ps && stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
3573 /* The pixel shader has to know the luminance scale. Do a constants update if it
3574 * isn't scheduled anyway
3576 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3577 !isStateDirty(context, STATE_PIXELSHADER)) {
3578 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3583 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3585 const DWORD sampler = state - STATE_SAMPLER(0);
3586 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler];
3588 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3590 if(!texture) return;
3591 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3592 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3593 * scaling is reapplied or removed, the texture matrix has to be reapplied
3595 * The mapped stage is already active because the sampler() function below, which is part of the
3598 if(sampler < MAX_TEXTURES) {
3599 const BOOL texIsPow2 = !texture->baseTexture.pow2Matrix_identity;
3601 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3603 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3604 else context->lastWasPow2Texture &= ~(1 << sampler);
3605 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3606 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3611 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3613 DWORD sampler = state - STATE_SAMPLER(0);
3614 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3615 const struct wined3d_gl_info *gl_info = context->gl_info;
3621 TRACE("Sampler: %d\n", sampler);
3622 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3623 * only has to bind textures and set the per texture states
3626 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3628 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3632 if (mapped_stage >= gl_info->limits.combined_samplers)
3636 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3637 checkGLcall("glActiveTextureARB");
3639 if (stateblock->state.textures[sampler])
3641 IWineD3DBaseTexture *texture = (IWineD3DBaseTexture *)stateblock->state.textures[sampler];
3642 BOOL srgb = stateblock->state.sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3644 IWineD3DBaseTexture_BindTexture(texture, srgb);
3645 basetexture_apply_state_changes(texture,
3646 stateblock->state.texture_states[sampler],
3647 stateblock->state.sampler_states[sampler], gl_info);
3649 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3651 tmpvalue.d = stateblock->state.sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3652 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3653 GL_TEXTURE_LOD_BIAS_EXT,
3655 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3658 if (!use_ps(stateblock) && sampler < stateblock->state.lowest_disabled_stage)
3660 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3662 /* If color keying is enabled update the alpha test, it depends on the existence
3663 * of a color key in stage 0
3665 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3669 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3670 if (!stateblock->state.textures[sampler]->baseTexture.pow2Matrix_identity)
3672 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3673 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3674 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3677 else if (mapped_stage < gl_info->limits.textures)
3679 if (sampler < stateblock->state.lowest_disabled_stage)
3681 /* TODO: What should I do with pixel shaders here ??? */
3682 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3684 /* If color keying is enabled update the alpha test, it depends on the existence
3685 * of a color key in stage 0
3687 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3689 } /* Otherwise tex_colorop disables the stage */
3690 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3691 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3695 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3697 IWineD3DDeviceImpl *device = stateblock->device;
3698 BOOL use_pshader = use_ps(stateblock);
3699 BOOL use_vshader = use_vs(stateblock);
3703 if(!context->last_was_pshader) {
3704 /* Former draw without a pixel shader, some samplers
3705 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3706 * make sure to enable them
3708 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3709 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3710 sampler(STATE_SAMPLER(i), stateblock, context);
3713 context->last_was_pshader = TRUE;
3715 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3716 * if a different texture was bound. I don't have to do anything.
3720 /* Disabled the pixel shader - color ops weren't applied
3721 * while it was enabled, so re-apply them. */
3722 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3724 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3725 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3727 context->last_was_pshader = FALSE;
3730 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3731 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3733 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3734 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3739 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3741 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3742 IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3744 if (ps && stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
3746 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3749 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3750 !isStateDirty(context, STATE_PIXELSHADER)) {
3751 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3756 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3758 /* This function is called by transform_view below if the view matrix was changed too
3760 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3761 * does not always update the world matrix, only on a switch between transformed
3762 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3763 * draw, but that should be rather rare and cheaper in total.
3765 glMatrixMode(GL_MODELVIEW);
3766 checkGLcall("glMatrixMode");
3768 if(context->last_was_rhw) {
3770 checkGLcall("glLoadIdentity()");
3772 /* In the general case, the view matrix is the identity matrix */
3773 if (stateblock->device->view_ident)
3775 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3776 checkGLcall("glLoadMatrixf");
3780 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3781 checkGLcall("glLoadMatrixf");
3782 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3783 checkGLcall("glMultMatrixf");
3788 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3790 UINT index = state - STATE_CLIPPLANE(0);
3792 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3797 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3798 if(!use_vs(stateblock)) {
3799 glMatrixMode(GL_MODELVIEW);
3801 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3805 /* with vertex shaders, clip planes are not transformed in direct3d,
3806 * in OpenGL they are still transformed by the model view.
3807 * Use this to swap the y coordinate if necessary
3809 glMatrixMode(GL_MODELVIEW);
3812 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3815 TRACE("Clipplane [%f,%f,%f,%f]\n",
3816 stateblock->state.clip_planes[index][0],
3817 stateblock->state.clip_planes[index][1],
3818 stateblock->state.clip_planes[index][2],
3819 stateblock->state.clip_planes[index][3]);
3820 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->state.clip_planes[index]);
3821 checkGLcall("glClipPlane");
3826 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3828 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3830 TRACE("Setting world matrix %d\n", matrix);
3832 if (matrix >= context->gl_info->limits.blends)
3834 WARN("Unsupported blend matrix set\n");
3836 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3840 /* GL_MODELVIEW0_ARB: 0x1700
3841 * GL_MODELVIEW1_ARB: 0x850a
3842 * GL_MODELVIEW2_ARB: 0x8722
3843 * GL_MODELVIEW3_ARB: 0x8723
3845 * GL_MODELVIEW31_ARB: 0x873F
3847 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3848 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3850 glMatrixMode(glMat);
3851 checkGLcall("glMatrixMode(glMat)");
3853 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3854 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3856 if (stateblock->device->view_ident)
3858 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3859 checkGLcall("glLoadMatrixf");
3863 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3864 checkGLcall("glLoadMatrixf");
3865 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3866 checkGLcall("glMultMatrixf");
3870 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3872 WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3873 static unsigned int once;
3875 if (f == WINED3DVBF_DISABLE) return;
3877 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3878 else WARN("Vertex blend flags %#x not supported.\n", f);
3881 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3883 WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3884 const struct wined3d_gl_info *gl_info = context->gl_info;
3885 static unsigned int once;
3888 case WINED3DVBF_1WEIGHTS:
3889 case WINED3DVBF_2WEIGHTS:
3890 case WINED3DVBF_3WEIGHTS:
3891 glEnable(GL_VERTEX_BLEND_ARB);
3892 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3894 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3895 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3897 GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3899 if (!stateblock->device->vertexBlendUsed)
3902 for (i = 1; i < gl_info->limits.blends; ++i)
3904 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3906 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3909 stateblock->device->vertexBlendUsed = TRUE;
3913 case WINED3DVBF_TWEENING:
3914 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3915 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3916 else WARN("Vertex blend flags %#x not supported.\n", val);
3918 case WINED3DVBF_DISABLE:
3919 glDisable(GL_VERTEX_BLEND_ARB);
3920 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3925 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3927 const struct wined3d_gl_info *gl_info = context->gl_info;
3928 const struct wined3d_light_info *light = NULL;
3931 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3932 * NOTE: We have to reset the positions even if the light/plane is not currently
3933 * enabled, since the call to enable it will not reset the position.
3934 * NOTE2: Apparently texture transforms do NOT need reapplying
3937 glMatrixMode(GL_MODELVIEW);
3938 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3939 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3940 checkGLcall("glLoadMatrixf(...)");
3942 /* Reset lights. TODO: Call light apply func */
3943 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3945 light = stateblock->state.lights[k];
3946 if(!light) continue;
3947 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3948 checkGLcall("glLightfv posn");
3949 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3950 checkGLcall("glLightfv dirn");
3953 /* Reset Clipping Planes */
3954 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3956 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3957 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3961 if(context->last_was_rhw) {
3963 checkGLcall("glLoadIdentity()");
3964 /* No need to update the world matrix, the identity is fine */
3968 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3969 * No need to do it here if the state is scheduled for update.
3971 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3972 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3975 /* Avoid looping over a number of matrices if the app never used the functionality */
3976 if (stateblock->device->vertexBlendUsed)
3978 for (k = 1; k < gl_info->limits.blends; ++k)
3980 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3981 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3987 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3989 glMatrixMode(GL_PROJECTION);
3990 checkGLcall("glMatrixMode(GL_PROJECTION)");
3992 checkGLcall("glLoadIdentity");
3994 if (context->last_was_rhw)
3996 double x = stateblock->state.viewport.X;
3997 double y = stateblock->state.viewport.Y;
3998 double w = stateblock->state.viewport.Width;
3999 double h = stateblock->state.viewport.Height;
4001 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
4002 if (context->render_offscreen)
4003 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
4005 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
4006 checkGLcall("glOrtho");
4008 /* D3D texture coordinates are flipped compared to OpenGL ones, so
4009 * render everything upside down when rendering offscreen. */
4010 if (context->render_offscreen)
4012 glScalef(1.0f, -1.0f, 1.0f);
4013 checkGLcall("glScalef");
4016 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
4017 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
4018 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
4022 /* The rule is that the window coordinate 0 does not correspond to the
4023 beginning of the first pixel, but the center of the first pixel.
4024 As a consequence if you want to correctly draw one line exactly from
4025 the left to the right end of the viewport (with all matrices set to
4026 be identity), the x coords of both ends of the line would be not
4027 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
4030 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
4031 divide by the Width/Height, so we need the half range(1.0) to translate by
4034 The other fun is that d3d's output z range after the transformation is [0;1],
4035 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
4036 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
4037 of Z buffer precision and the clear values do not match in the z test. Thus scale
4038 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
4042 * Careful with the order of operations here, we're essentially working backwards:
4044 * y = (y - 1/h) * flip;
4048 * glTranslatef(0.0, 0.0, -1.0);
4049 * glScalef(1.0, 1.0, 2.0);
4051 * glScalef(1.0, flip, 1.0);
4052 * glTranslatef(1/w, -1/h, 0.0);
4054 * This is equivalent to:
4055 * glTranslatef(1/w, -flip/h, -1.0)
4056 * glScalef(1.0, flip, 2.0);
4059 /* Translate by slightly less than a half pixel to force a top-left
4060 * filling convention. We want the difference to be large enough that
4061 * it doesn't get lost due to rounding inside the driver, but small
4062 * enough to prevent it from interfering with any anti-aliasing. */
4063 GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4064 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4066 if (context->render_offscreen)
4068 /* D3D texture coordinates are flipped compared to OpenGL ones, so
4069 * render everything upside down when rendering offscreen. */
4070 glTranslatef(xoffset, -yoffset, -1.0f);
4071 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
4072 glScalef(1.0f, -1.0f, 2.0f);
4074 glTranslatef(xoffset, yoffset, -1.0f);
4075 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
4076 glScalef(1.0f, 1.0f, 2.0f);
4078 checkGLcall("glScalef");
4080 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4081 checkGLcall("glLoadMatrixf");
4085 /* This should match any arrays loaded in loadVertexData.
4086 * TODO: Only load / unload arrays if we have to.
4088 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
4090 glDisableClientState(GL_VERTEX_ARRAY);
4091 glDisableClientState(GL_NORMAL_ARRAY);
4092 glDisableClientState(GL_COLOR_ARRAY);
4093 if (gl_info->supported[EXT_SECONDARY_COLOR])
4095 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4097 if (gl_info->supported[ARB_VERTEX_BLEND])
4099 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4101 unloadTexCoords(gl_info);
4104 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4106 const struct wined3d_gl_info *gl_info = context->gl_info;
4108 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4109 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4111 context->numbered_array_mask &= ~(1 << i);
4114 /* This should match any arrays loaded in loadNumberedArrays
4115 * TODO: Only load / unload arrays if we have to.
4117 static inline void unloadNumberedArrays(struct wined3d_context *context)
4119 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4120 GLint maxAttribs = 16;
4123 /* Leave all the attribs disabled */
4124 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4125 /* MESA does not support it right not */
4126 if (glGetError() != GL_NO_ERROR)
4128 for (i = 0; i < maxAttribs; ++i) {
4129 unload_numbered_array(context, i);
4133 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4134 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4136 const struct wined3d_gl_info *gl_info = context->gl_info;
4137 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4139 struct wined3d_buffer *vb;
4140 DWORD_PTR shift_index;
4142 /* Default to no instancing */
4143 stateblock->device->instancedDraw = FALSE;
4145 for (i = 0; i < MAX_ATTRIBS; i++)
4147 const struct wined3d_stream_state *stream;
4149 if (!(stream_info->use_map & (1 << i)))
4151 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4155 stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4157 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4158 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4160 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4161 stateblock->device->instancedDraw = TRUE;
4165 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4167 if (stream_info->elements[i].stride)
4169 if (curVBO != stream_info->elements[i].buffer_object)
4171 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4172 checkGLcall("glBindBufferARB");
4173 curVBO = stream_info->elements[i].buffer_object;
4175 /* Use the VBO to find out if a vertex buffer exists, not the vb
4176 * pointer. vb can point to a user pointer data blob. In that case
4177 * curVBO will be 0. If there is a vertex buffer but no vbo we
4178 * won't be load converted attributes anyway. */
4179 vb = stream->buffer;
4180 if (curVBO && vb->conversion_shift)
4182 TRACE("Loading attribute from shifted buffer\n");
4183 TRACE("Attrib %d has original stride %d, new stride %d\n",
4184 i, stream_info->elements[i].stride, vb->conversion_stride);
4185 TRACE("Original offset %p, additional offset 0x%08x\n",
4186 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4187 TRACE("Opengl type %#x\n", stream_info->elements[i].format->gl_vtx_type);
4188 shift_index = ((DWORD_PTR)stream_info->elements[i].data + stream->offset);
4189 shift_index = shift_index % stream_info->elements[i].stride;
4190 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4191 stream_info->elements[i].format->gl_vtx_type,
4192 stream_info->elements[i].format->gl_normalized,
4193 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4194 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4198 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4199 stream_info->elements[i].format->gl_vtx_type,
4200 stream_info->elements[i].format->gl_normalized,
4201 stream_info->elements[i].stride, stream_info->elements[i].data
4202 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4206 if (!(context->numbered_array_mask & (1 << i)))
4208 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4209 context->numbered_array_mask |= (1 << i);
4214 /* Stride = 0 means always the same values.
4215 * glVertexAttribPointerARB doesn't do that. Instead disable the
4216 * pointer and set up the attribute statically. But we have to
4217 * figure out the system memory address. */
4218 const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4219 if (stream_info->elements[i].buffer_object)
4221 vb = stream->buffer;
4222 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4225 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4227 switch (stream_info->elements[i].format->id)
4229 case WINED3DFMT_R32_FLOAT:
4230 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4232 case WINED3DFMT_R32G32_FLOAT:
4233 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4235 case WINED3DFMT_R32G32B32_FLOAT:
4236 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4238 case WINED3DFMT_R32G32B32A32_FLOAT:
4239 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4242 case WINED3DFMT_R8G8B8A8_UINT:
4243 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4245 case WINED3DFMT_B8G8R8A8_UNORM:
4246 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4248 const DWORD *src = (const DWORD *)ptr;
4249 DWORD c = *src & 0xff00ff00;
4250 c |= (*src & 0xff0000) >> 16;
4251 c |= (*src & 0xff) << 16;
4252 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4255 /* else fallthrough */
4256 case WINED3DFMT_R8G8B8A8_UNORM:
4257 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4260 case WINED3DFMT_R16G16_SINT:
4261 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4263 case WINED3DFMT_R16G16B16A16_SINT:
4264 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4267 case WINED3DFMT_R16G16_SNORM:
4269 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4270 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4273 case WINED3DFMT_R16G16_UNORM:
4275 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4276 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4279 case WINED3DFMT_R16G16B16A16_SNORM:
4280 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4282 case WINED3DFMT_R16G16B16A16_UNORM:
4283 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4286 case WINED3DFMT_R10G10B10A2_UINT:
4287 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4288 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4290 case WINED3DFMT_R10G10B10A2_SNORM:
4291 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4292 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4295 case WINED3DFMT_R16G16_FLOAT:
4296 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4297 * byte float according to the IEEE standard
4299 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4301 case WINED3DFMT_R16G16B16A16_FLOAT:
4302 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4306 ERR("Unexpected declaration in stride 0 attributes\n");
4312 checkGLcall("Loading numbered arrays");
4315 /* Used from 2 different functions, and too big to justify making it inlined */
4316 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4317 const struct wined3d_stream_info *si)
4319 const struct wined3d_gl_info *gl_info = context->gl_info;
4320 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4321 const struct wined3d_stream_info_element *e;
4322 const struct wined3d_stream_state *stream;
4324 TRACE("Using fast vertex array code\n");
4326 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4327 stateblock->device->instancedDraw = FALSE;
4329 /* Blend Data ---------------------------------------------- */
4330 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4331 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4333 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4334 stream = &stateblock->state.streams[e->stream_idx];
4336 if (gl_info->supported[ARB_VERTEX_BLEND])
4338 TRACE("Blend %u %p %u\n", e->format->component_count,
4339 e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4341 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4342 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4344 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4346 if (curVBO != e->buffer_object)
4348 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4349 checkGLcall("glBindBufferARB");
4350 curVBO = e->buffer_object;
4353 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4354 e->format->gl_vtx_format,
4355 e->format->gl_vtx_type,
4357 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4358 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4359 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4361 checkGLcall("glWeightPointerARB");
4363 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4368 FIXME("blendMatrixIndices support\n");
4373 /* TODO: support blends in drawStridedSlow
4374 * No need to write a FIXME here, this is done after the general vertex decl decoding
4376 WARN("unsupported blending in openGl\n");
4381 if (gl_info->supported[ARB_VERTEX_BLEND])
4383 static const GLbyte one = 1;
4384 GL_EXTCALL(glWeightbvARB(1, &one));
4385 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4389 /* Point Size ----------------------------------------------*/
4390 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4392 /* no such functionality in the fixed function GL pipeline */
4393 TRACE("Cannot change ptSize here in openGl\n");
4394 /* TODO: Implement this function in using shaders if they are available */
4397 /* Vertex Pointers -----------------------------------------*/
4398 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4400 e = &si->elements[WINED3D_FFP_POSITION];
4401 stream = &stateblock->state.streams[e->stream_idx];
4403 if (curVBO != e->buffer_object)
4405 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4406 checkGLcall("glBindBufferARB");
4407 curVBO = e->buffer_object;
4410 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4411 handling for rhw mode should not impact screen position whereas in GL it does.
4412 This may result in very slightly distorted textures in rhw mode.
4413 There's always the other option of fixing the view matrix to
4414 prevent w from having any effect.
4416 This only applies to user pointer sources, in VBOs the vertices are fixed up
4418 if (!e->buffer_object)
4420 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4421 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4422 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4423 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4427 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4428 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4429 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4430 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4431 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4433 checkGLcall("glVertexPointer(...)");
4434 glEnableClientState(GL_VERTEX_ARRAY);
4435 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4438 /* Normals -------------------------------------------------*/
4439 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4441 e = &si->elements[WINED3D_FFP_NORMAL];
4442 stream = &stateblock->state.streams[e->stream_idx];
4444 if (curVBO != e->buffer_object)
4446 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4447 checkGLcall("glBindBufferARB");
4448 curVBO = e->buffer_object;
4451 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4452 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4453 glNormalPointer(e->format->gl_vtx_type, e->stride,
4454 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4455 checkGLcall("glNormalPointer(...)");
4456 glEnableClientState(GL_NORMAL_ARRAY);
4457 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4460 glNormal3f(0, 0, 0);
4461 checkGLcall("glNormal3f(0, 0, 0)");
4464 /* Diffuse Colour --------------------------------------------*/
4465 /* WARNING: Data here MUST be in RGBA format, so cannot */
4466 /* go directly into fast mode from app pgm, because */
4467 /* directx requires data in BGRA format. */
4468 /* currently fixupVertices swizzles the format, but this isn't*/
4469 /* very practical when using VBOs */
4470 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4471 /* , or the user doesn't care and wants the speed advantage */
4473 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4475 e = &si->elements[WINED3D_FFP_DIFFUSE];
4476 stream = &stateblock->state.streams[e->stream_idx];
4478 if (curVBO != e->buffer_object)
4480 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4481 checkGLcall("glBindBufferARB");
4482 curVBO = e->buffer_object;
4485 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4486 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4487 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4488 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4489 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4490 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4491 glEnableClientState(GL_COLOR_ARRAY);
4492 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4495 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4496 checkGLcall("glColor4f(1, 1, 1, 1)");
4499 /* Specular Colour ------------------------------------------*/
4500 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4502 TRACE("setting specular colour\n");
4504 e = &si->elements[WINED3D_FFP_SPECULAR];
4505 stream = &stateblock->state.streams[e->stream_idx];
4507 if (gl_info->supported[EXT_SECONDARY_COLOR])
4509 GLenum type = e->format->gl_vtx_type;
4510 GLint format = e->format->gl_vtx_format;
4512 if (curVBO != e->buffer_object)
4514 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4515 checkGLcall("glBindBufferARB");
4516 curVBO = e->buffer_object;
4519 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4521 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4522 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4523 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4524 * 4 component secondary colors use it
4526 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4527 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4528 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4529 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4530 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4536 case GL_UNSIGNED_BYTE:
4537 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4538 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4539 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4540 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4541 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4545 FIXME("Add 4 component specular color pointers for type %x\n", type);
4546 /* Make sure that the right color component is dropped */
4547 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4548 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4549 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4550 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4551 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4554 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4555 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4559 WARN("Specular colour is not supported in this GL implementation.\n");
4564 if (gl_info->supported[EXT_SECONDARY_COLOR])
4566 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4567 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4571 WARN("Specular colour is not supported in this GL implementation.\n");
4575 /* Texture coords -------------------------------------------*/
4576 loadTexCoords(gl_info, stateblock, si, &curVBO);
4579 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4581 IWineD3DDeviceImpl *device = stateblock->device;
4582 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4583 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4585 if (context->numberedArraysLoaded && !load_numbered)
4587 unloadNumberedArrays(context);
4588 context->numberedArraysLoaded = FALSE;
4589 context->numbered_array_mask = 0;
4591 else if (context->namedArraysLoaded)
4593 unloadVertexData(context->gl_info);
4594 context->namedArraysLoaded = FALSE;
4599 TRACE("Loading numbered arrays\n");
4600 loadNumberedArrays(stateblock, &device->strided_streams, context);
4601 context->numberedArraysLoaded = TRUE;
4603 else if (load_named)
4605 TRACE("Loading vertex data\n");
4606 loadVertexData(context, stateblock, &device->strided_streams);
4607 context->namedArraysLoaded = TRUE;
4611 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4613 const struct wined3d_gl_info *gl_info = context->gl_info;
4614 BOOL updateFog = FALSE;
4615 BOOL useVertexShaderFunction = use_vs(stateblock);
4616 BOOL usePixelShaderFunction = use_ps(stateblock);
4617 IWineD3DDeviceImpl *device = stateblock->device;
4619 BOOL wasrhw = context->last_was_rhw;
4622 transformed = device->strided_streams.position_transformed;
4623 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4627 /* Reapply lighting if it is not scheduled for reapplication already */
4628 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4629 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4633 context->last_was_rhw = TRUE;
4636 /* Untransformed, so relies on the view and projection matrices */
4637 context->last_was_rhw = FALSE;
4638 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4639 device->untransformed = TRUE;
4641 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4642 * Not needed as long as only hw shaders are supported
4645 /* This sets the shader output position correction constants.
4646 * TODO: Move to the viewport state
4648 if (useVertexShaderFunction)
4650 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4651 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4652 device->posFixup[3] = device->posFixup[1] * yoffset;
4656 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4657 * off this function will be called again anyway to make sure they're properly set
4659 if(!useVertexShaderFunction) {
4660 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4661 * or transformed / untransformed was switched
4663 if(wasrhw != context->last_was_rhw &&
4664 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4665 !isStateDirty(context, STATE_VIEWPORT)) {
4666 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4668 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4671 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4672 * this check will fail and the matrix not applied again. This is OK because a simple
4673 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4674 * needs of the vertex declaration.
4676 * World and view matrix go into the same gl matrix, so only apply them when neither is
4679 if(transformed != wasrhw &&
4680 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4681 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4682 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4685 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4686 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4689 if(context->last_was_vshader) {
4691 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4692 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4694 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4696 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4699 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4700 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4703 if(!context->last_was_vshader) {
4704 static BOOL warned = FALSE;
4705 if(!device->vs_clipping) {
4706 /* Disable all clip planes to get defined results on all drivers. See comment in the
4707 * state_clipping state handler
4709 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4711 glDisable(GL_CLIP_PLANE0 + i);
4712 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4715 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4717 FIXME("Clipping not supported with vertex shaders\n");
4722 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4723 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4724 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4725 * fixed function vertex processing states back in a sane state before switching to shaders
4727 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4728 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4730 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4731 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4736 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4737 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4738 * device->vs_clipping is false.
4740 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4742 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4747 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4750 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4751 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4753 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4754 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4758 context->last_was_vshader = useVertexShaderFunction;
4760 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4762 if(!useVertexShaderFunction) {
4764 for(i = 0; i < MAX_TEXTURES; i++) {
4765 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4766 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4772 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4774 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4776 WINED3DVIEWPORT vp = stateblock->state.viewport;
4778 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4779 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4781 glDepthRange(vp.MinZ, vp.MaxZ);
4782 checkGLcall("glDepthRange");
4783 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4785 if (context->render_offscreen)
4787 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4789 target->get_drawable_size(context, &width, &height);
4792 (height - (vp.Y + vp.Height)),
4793 vp.Width, vp.Height);
4796 checkGLcall("glViewport");
4799 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4801 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4803 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4804 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4806 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4807 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4809 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4810 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4812 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4813 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4816 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4818 UINT Index = state - STATE_ACTIVELIGHT(0);
4819 const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4822 glDisable(GL_LIGHT0 + Index);
4823 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4826 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4828 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4829 glMatrixMode(GL_MODELVIEW);
4831 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4834 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4835 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4836 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4837 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4838 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4839 checkGLcall("glLightfv");
4842 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4843 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4844 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4845 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4846 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4847 checkGLcall("glLightfv");
4850 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4851 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4852 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4853 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4854 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4855 checkGLcall("glLightfv");
4857 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4858 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4860 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4863 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4864 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4865 * Attenuation0 to NaN and crashes in the gl lib
4868 switch (lightInfo->OriginalParms.Type) {
4869 case WINED3DLIGHT_POINT:
4871 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4872 checkGLcall("glLightfv");
4873 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4874 checkGLcall("glLightf");
4875 /* Attenuation - Are these right? guessing... */
4876 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4877 checkGLcall("glLightf");
4878 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4879 checkGLcall("glLightf");
4880 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4881 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4882 checkGLcall("glLightf");
4886 case WINED3DLIGHT_SPOT:
4888 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4889 checkGLcall("glLightfv");
4891 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4892 checkGLcall("glLightfv");
4893 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4894 checkGLcall("glLightf");
4895 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4896 checkGLcall("glLightf");
4897 /* Attenuation - Are these right? guessing... */
4898 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4899 checkGLcall("glLightf");
4900 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4901 checkGLcall("glLightf");
4902 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4903 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4904 checkGLcall("glLightf");
4908 case WINED3DLIGHT_DIRECTIONAL:
4910 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4911 checkGLcall("glLightfv");
4912 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4913 checkGLcall("glLightf");
4914 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4915 checkGLcall("glLightf");
4919 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4922 /* Restore the modelview matrix */
4925 glEnable(GL_LIGHT0 + Index);
4926 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4930 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4932 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4933 RECT *pRect = &stateblock->state.scissor_rect;
4937 target->get_drawable_size(context, &width, &height);
4938 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4939 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4941 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4942 pRect->right - pRect->left, pRect->bottom - pRect->top);
4944 if (context->render_offscreen)
4946 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4948 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4950 checkGLcall("glScissor");
4953 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4955 const struct wined3d_gl_info *gl_info = context->gl_info;
4957 if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4959 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4963 struct wined3d_buffer *ib = stateblock->state.index_buffer;
4964 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4968 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4970 if (context->render_offscreen)
4972 glFrontFace(GL_CCW);
4973 checkGLcall("glFrontFace(GL_CCW)");
4976 checkGLcall("glFrontFace(GL_CW)");
4980 const struct StateEntryTemplate misc_state_template[] = {
4981 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4993 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4994 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4995 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4996 * vshader loadings are untied from each other
4998 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4999 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5001 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5047 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5050 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5051 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5089 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5125 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5126 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5127 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5129 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5130 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5131 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5132 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5133 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5134 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5135 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5137 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5139 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5141 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5143 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5144 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5145 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5147 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5148 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5149 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5150 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5151 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5152 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5153 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5154 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5155 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5156 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5157 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5158 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5159 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5160 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5161 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5162 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5163 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5164 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5165 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5166 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5167 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5170 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5171 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5172 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5176 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5177 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5178 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5179 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5180 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5181 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5182 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5183 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5184 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5185 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5186 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5187 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5188 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5189 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5190 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5191 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5192 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5193 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5194 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5195 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5196 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5197 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5198 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5199 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5200 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5201 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5202 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5203 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5204 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5205 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5206 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5207 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5209 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5210 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5211 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5212 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5213 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5214 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5215 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5216 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5218 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5219 /* Transform states follow */
5220 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5503 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5504 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5507 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5508 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5509 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5520 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5523 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5524 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5525 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5526 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5532 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5533 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5537 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5538 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5539 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5541 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5542 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5543 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5544 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5545 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5546 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5547 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5548 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5549 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5550 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5551 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5552 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5553 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5554 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5555 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5556 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5557 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5558 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5559 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5560 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5561 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5562 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5563 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5564 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5565 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5568 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5569 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5589 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5590 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5592 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5593 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5594 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5595 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5596 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5597 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5598 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5599 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5600 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5601 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5602 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5603 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5643 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5644 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5645 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5649 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5650 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5653 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5655 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5656 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5657 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5658 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5659 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5660 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5661 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5662 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5663 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5664 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5665 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5666 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5667 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5670 /* Context activation is done by the caller. */
5671 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5673 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5675 pCaps->PrimitiveMiscCaps = 0;
5676 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5677 WINED3DTEXOPCAPS_ADDSIGNED |
5678 WINED3DTEXOPCAPS_ADDSIGNED2X |
5679 WINED3DTEXOPCAPS_MODULATE |
5680 WINED3DTEXOPCAPS_MODULATE2X |
5681 WINED3DTEXOPCAPS_MODULATE4X |
5682 WINED3DTEXOPCAPS_SELECTARG1 |
5683 WINED3DTEXOPCAPS_SELECTARG2 |
5684 WINED3DTEXOPCAPS_DISABLE;
5686 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5687 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5688 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5690 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5691 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5692 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5693 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5694 WINED3DTEXOPCAPS_LERP |
5695 WINED3DTEXOPCAPS_SUBTRACT;
5697 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5698 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5700 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5701 WINED3DTEXOPCAPS_MULTIPLYADD |
5702 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5703 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5704 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5706 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5707 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5709 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5710 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5713 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5714 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5715 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5719 TRACE("Checking support for fixup:\n");
5720 dump_color_fixup_desc(fixup);
5723 /* We only support identity conversions. */
5724 if (is_identity_fixup(fixup))
5730 TRACE("[FAILED]\n");
5734 const struct fragment_pipeline ffp_fragment_pipeline = {
5736 ffp_fragment_get_caps,
5739 ffp_color_fixup_supported,
5740 ffp_fragmentstate_template,
5741 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5744 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5747 for(i = 0; funcs[i]; i++);
5751 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5753 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5754 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5757 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5759 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5760 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5761 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5764 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5766 unsigned int start, last, i;
5768 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5769 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5770 for (i = start; i <= last; ++i)
5772 state_table[i].representative = 0;
5773 state_table[i].apply = state_undefined;
5776 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5777 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5778 for (i = start; i <= last; ++i)
5780 state_table[i].representative = 0;
5781 state_table[i].apply = state_undefined;
5784 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5785 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5786 for (i = start; i <= last; ++i)
5788 state_table[i].representative = 0;
5789 state_table[i].apply = state_undefined;
5793 static void validate_state_table(struct StateEntry *state_table)
5814 static const DWORD simple_states[] =
5820 STATE_VERTEXSHADERCONSTANT,
5821 STATE_PIXELSHADERCONSTANT,
5828 unsigned int i, current;
5830 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5832 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5834 if (!state_table[i].representative)
5835 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5837 else if (state_table[i].representative)
5838 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5840 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5843 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5845 if (!state_table[simple_states[i]].representative)
5846 ERR("State %s (%#x) should have a representative.\n",
5847 debug_d3dstate(simple_states[i]), simple_states[i]);
5850 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5852 DWORD rep = state_table[i].representative;
5855 if (state_table[rep].representative != rep)
5857 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5858 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5859 state_table[i].representative = 0;
5864 if (state_table[i].apply)
5865 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5867 else if (!state_table[i].apply)
5869 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5875 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5876 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5877 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5879 unsigned int i, type, handlers;
5880 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5881 const struct StateEntryTemplate *cur;
5882 BOOL set[STATE_HIGHEST + 1];
5884 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5886 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5887 StateTable[i].representative = 0;
5888 StateTable[i].apply = state_undefined;
5891 for(type = 0; type < 3; type++) {
5892 /* This switch decides the order in which the states are applied */
5894 case 0: cur = misc; break;
5895 case 1: cur = fragment->states; break;
5896 case 2: cur = vertex; break;
5897 default: cur = NULL; /* Stupid compiler */
5901 /* GL extension filtering should not prevent multiple handlers being applied from different
5904 memset(set, 0, sizeof(set));
5906 for(i = 0; cur[i].state; i++) {
5907 APPLYSTATEFUNC *funcs_array;
5909 /* Only use the first matching state with the available extension from one template.
5911 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5912 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5914 * if GL_XYZ_fancy is supported, ignore the 2nd line
5916 if(set[cur[i].state]) continue;
5917 /* Skip state lines depending on unsupported extensions */
5918 if (!gl_info->supported[cur[i].extension]) continue;
5919 set[cur[i].state] = TRUE;
5920 /* In some cases having an extension means that nothing has to be
5921 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5922 * supported, the texture coordinate fixup can be ignored. If the
5923 * apply function is used, mark the state set(done above) to prevent
5924 * applying later lines, but do not record anything in the state
5927 if (!cur[i].content.representative) continue;
5929 handlers = num_handlers(multistate_funcs[cur[i].state]);
5930 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5933 StateTable[cur[i].state].apply = cur[i].content.apply;
5936 StateTable[cur[i].state].apply = multistate_apply_2;
5937 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5939 sizeof(**dev_multistate_funcs) * 2);
5940 if (!dev_multistate_funcs[cur[i].state]) {
5944 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5945 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5948 StateTable[cur[i].state].apply = multistate_apply_3;
5949 funcs_array = HeapReAlloc(GetProcessHeap(),
5951 dev_multistate_funcs[cur[i].state],
5952 sizeof(**dev_multistate_funcs) * 3);
5957 dev_multistate_funcs[cur[i].state] = funcs_array;
5958 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5961 ERR("Unexpected amount of state handlers for state %u: %u\n",
5962 cur[i].state, handlers + 1);
5965 if(StateTable[cur[i].state].representative &&
5966 StateTable[cur[i].state].representative != cur[i].content.representative) {
5967 FIXME("State %u has different representatives in different pipeline parts\n",
5970 StateTable[cur[i].state].representative = cur[i].content.representative;
5974 prune_invalid_states(StateTable, gl_info);
5975 validate_state_table(StateTable);
5980 for (i = 0; i <= STATE_HIGHEST; ++i) {
5981 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5984 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5986 return E_OUTOFMEMORY;