2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 WINED3DFILLMODE mode = state->render_states[WINED3DRS_FILLMODE];
56 case WINED3DFILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 case WINED3DFILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 case WINED3DFILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
69 FIXME("Unrecognized WINED3DRS_FILLMODE %d.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
83 if (state->render_states[WINED3DRS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 /* No z test without depth stencil buffers */
97 if (!state->fb->depth_stencil)
99 TRACE("No Z buffer - disabling depth test\n");
100 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
101 checkGLcall("glDisable GL_DEPTH_TEST");
105 switch (state->render_states[WINED3DRS_ZENABLE])
107 case WINED3DZB_FALSE:
108 glDisable(GL_DEPTH_TEST);
109 checkGLcall("glDisable GL_DEPTH_TEST");
112 glEnable(GL_DEPTH_TEST);
113 checkGLcall("glEnable GL_DEPTH_TEST");
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 FIXME("W buffer is not well handled\n");
121 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
122 state->render_states[WINED3DRS_ZENABLE]);
126 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
128 /* glFrontFace() is set in context.c at context init and on an
129 * offscreen / onscreen rendering switch. */
130 switch (state->render_states[WINED3DRS_CULLMODE])
132 case WINED3DCULL_NONE:
133 glDisable(GL_CULL_FACE);
134 checkGLcall("glDisable GL_CULL_FACE");
137 glEnable(GL_CULL_FACE);
138 checkGLcall("glEnable GL_CULL_FACE");
139 glCullFace(GL_FRONT);
140 checkGLcall("glCullFace(GL_FRONT)");
142 case WINED3DCULL_CCW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
146 checkGLcall("glCullFace(GL_BACK)");
149 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
150 state->render_states[WINED3DRS_CULLMODE]);
154 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
156 switch (state->render_states[WINED3DRS_SHADEMODE])
158 case WINED3DSHADE_FLAT:
159 glShadeModel(GL_FLAT);
160 checkGLcall("glShadeModel(GL_FLAT)");
162 case WINED3DSHADE_GOURAUD:
163 glShadeModel(GL_SMOOTH);
164 checkGLcall("glShadeModel(GL_SMOOTH)");
166 case WINED3DSHADE_PHONG:
167 FIXME("WINED3DSHADE_PHONG isn't supported\n");
170 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
171 state->render_states[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 if (state->render_states[WINED3DRS_DITHERENABLE])
180 checkGLcall("glEnable GL_DITHER");
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
191 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
192 * If yes, this has to be merged with ZENABLE and ZFUNC. */
193 if (state->render_states[WINED3DRS_ZWRITEENABLE])
196 checkGLcall("glDepthMask(1)");
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 GLenum depth_func = CompareFunc(state->render_states[WINED3DRS_ZFUNC]);
209 if (!depth_func) return;
211 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
214 /* There are a few issues with this: First, our inability to
215 * select a proper Z depth, most of the time we're stuck with
216 * D24S8, even if the app selects D32 or D16. There seem to be
217 * some other precision problems which have to be debugged to
218 * make NOTEQUAL and EQUAL work properly. */
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 glDepthFunc(depth_func);
227 checkGLcall("glDepthFunc");
230 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
233 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_AMBIENT], col);
235 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
236 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
237 checkGLcall("glLightModel for MODEL_AMBIENT");
240 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
242 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
245 static GLenum gl_blend_op(WINED3DBLENDOP op)
249 case WINED3DBLENDOP_ADD:
250 return GL_FUNC_ADD_EXT;
251 case WINED3DBLENDOP_SUBTRACT:
252 return GL_FUNC_SUBTRACT_EXT;
253 case WINED3DBLENDOP_REVSUBTRACT:
254 return GL_FUNC_REVERSE_SUBTRACT_EXT;
255 case WINED3DBLENDOP_MIN:
257 case WINED3DBLENDOP_MAX:
260 FIXME("Unhandled blend op %#x.\n", op);
265 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
268 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
269 GLenum blend_equation = GL_FUNC_ADD_EXT;
271 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
272 if (state->render_states[WINED3DRS_BLENDOPALPHA]
273 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
275 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
279 blend_equation = gl_blend_op(state->render_states[WINED3DRS_BLENDOP]);
280 blend_equation_alpha = gl_blend_op(state->render_states[WINED3DRS_BLENDOPALPHA]);
281 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
283 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
285 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
286 checkGLcall("glBlendEquationSeparateEXT");
290 GL_EXTCALL(glBlendEquationEXT(blend_equation));
291 checkGLcall("glBlendEquation");
295 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
299 case WINED3DBLEND_ZERO:
301 case WINED3DBLEND_ONE:
303 case WINED3DBLEND_SRCCOLOR:
305 case WINED3DBLEND_INVSRCCOLOR:
306 return GL_ONE_MINUS_SRC_COLOR;
307 case WINED3DBLEND_SRCALPHA:
309 case WINED3DBLEND_INVSRCALPHA:
310 return GL_ONE_MINUS_SRC_ALPHA;
311 case WINED3DBLEND_DESTCOLOR:
313 case WINED3DBLEND_INVDESTCOLOR:
314 return GL_ONE_MINUS_DST_COLOR;
315 /* To compensate for the lack of format switching with backbuffer
316 * offscreen rendering, and with onscreen rendering, we modify the
317 * alpha test parameters for (INV)DESTALPHA if the render target
318 * doesn't support alpha blending. A nonexistent alpha channel
319 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
320 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
321 case WINED3DBLEND_DESTALPHA:
322 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 case WINED3DBLEND_INVDESTALPHA:
324 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 case WINED3DBLEND_SRCALPHASAT:
326 return GL_SRC_ALPHA_SATURATE;
327 case WINED3DBLEND_BLENDFACTOR:
328 return GL_CONSTANT_COLOR_EXT;
329 case WINED3DBLEND_INVBLENDFACTOR:
330 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
332 FIXME("Unhandled blend factor %#x.\n", factor);
337 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_surface *target = state->fb->render_targets[0];
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 GLenum srcBlend, dstBlend;
342 WINED3DBLEND d3d_blend;
344 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
345 * blending parameters to work. */
346 if (state->render_states[WINED3DRS_ALPHABLENDENABLE]
347 || state->render_states[WINED3DRS_EDGEANTIALIAS]
348 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
350 /* Disable blending in all cases even without pixelshaders.
351 * With blending on we could face a big performance penalty.
352 * The d3d9 visual test confirms the behavior. */
353 if (context->render_offscreen
354 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
357 checkGLcall("glDisable GL_BLEND");
361 checkGLcall("glEnable GL_BLEND");
365 checkGLcall("glDisable GL_BLEND");
366 /* Nothing more to do - get out */
370 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
371 * source blending values which are still valid up to d3d9. They should
372 * not occur as dest blend values. */
373 d3d_blend = state->render_states[WINED3DRS_SRCBLEND];
374 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
376 srcBlend = GL_SRC_ALPHA;
377 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
379 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
381 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
382 dstBlend = GL_SRC_ALPHA;
386 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
387 dstBlend = gl_blend_factor(state->render_states[WINED3DRS_DESTBLEND],
388 target->resource.format);
391 if (state->render_states[WINED3DRS_EDGEANTIALIAS]
392 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
394 glEnable(GL_LINE_SMOOTH);
395 checkGLcall("glEnable(GL_LINE_SMOOTH)");
396 if(srcBlend != GL_SRC_ALPHA) {
397 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
399 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
400 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
403 glDisable(GL_LINE_SMOOTH);
404 checkGLcall("glDisable(GL_LINE_SMOOTH)");
407 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
408 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP)))
409 state_blendop(context, state, STATE_RENDER(WINED3DRS_BLENDOPALPHA));
411 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
413 GLenum srcBlendAlpha, dstBlendAlpha;
415 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
416 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
418 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
422 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
423 * source blending values which are still valid up to d3d9. They should
424 * not occur as dest blend values. */
425 d3d_blend = state->render_states[WINED3DRS_SRCBLENDALPHA];
426 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
428 srcBlendAlpha = GL_SRC_ALPHA;
429 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
438 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
439 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3DRS_DESTBLENDALPHA],
440 target->resource.format);
443 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
444 checkGLcall("glBlendFuncSeparateEXT");
446 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
447 glBlendFunc(srcBlend, dstBlend);
448 checkGLcall("glBlendFunc");
451 /* Colorkey fixup for stage 0 alphaop depends on
452 * WINED3DRS_ALPHABLENDENABLE state, so it may need updating. */
453 if (state->render_states[WINED3DRS_COLORKEYENABLE])
454 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
457 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
459 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
464 const struct wined3d_gl_info *gl_info = context->gl_info;
467 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3DRS_BLENDFACTOR]);
468 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_BLENDFACTOR], col);
469 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
470 checkGLcall("glBlendColor");
473 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
477 BOOL enable_ckey = FALSE;
479 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
481 /* Find out if the texture on the first stage has a ckey set
482 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
483 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
484 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
485 * in case it finds some texture+colorkeyenable combination which needs extra care.
487 if (state->textures[0])
489 struct wined3d_texture *texture = state->textures[0];
490 GLenum texture_dimensions = texture->target;
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
496 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
498 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
499 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
500 * surface has alpha bits */
501 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
506 if (enable_ckey || context->last_was_ckey)
507 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
508 context->last_was_ckey = enable_ckey;
510 if (state->render_states[WINED3DRS_ALPHATESTENABLE]
511 || (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
513 glEnable(GL_ALPHA_TEST);
514 checkGLcall("glEnable GL_ALPHA_TEST");
516 glDisable(GL_ALPHA_TEST);
517 checkGLcall("glDisable GL_ALPHA_TEST");
518 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
524 if (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
526 glParm = GL_NOTEQUAL;
531 ref = ((float)state->render_states[WINED3DRS_ALPHAREF]) / 255.0f;
532 glParm = CompareFunc(state->render_states[WINED3DRS_ALPHAFUNC]);
535 glAlphaFunc(glParm, ref);
536 checkGLcall("glAlphaFunc");
540 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
542 const struct wined3d_device *device = context->swapchain->device;
544 /* Vertex and pixel shader states will call a shader upload, don't do
545 * anything as long one of them has an update pending. */
546 if (isStateDirty(context, STATE_VDECL)
547 || isStateDirty(context, STATE_PIXELSHADER))
550 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
553 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
555 DWORD enable = 0xFFFFFFFF;
556 DWORD disable = 0x00000000;
560 const struct wined3d_device *device = context->swapchain->device;
562 if (!device->vs_clipping)
564 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
565 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
566 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
567 * of that - don't do anything here and keep them disabled
569 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
571 static BOOL warned = FALSE;
573 FIXME("Clipping not supported with vertex shaders\n");
580 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
581 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
582 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
584 device->shader_backend->shader_select(context, use_ps(state), TRUE);
585 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
586 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
590 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
591 * of already set values
594 /* If enabling / disabling all
595 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
597 if (state->render_states[WINED3DRS_CLIPPING])
599 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
600 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
604 disable = 0xffffffff;
608 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
609 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
610 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
611 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
612 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
613 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
615 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
616 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
617 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
618 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
619 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
620 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
623 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
627 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
628 * specular color. This is wrong:
629 * Separate specular color means the specular colour is maintained separately, whereas
630 * single color means it is merged in. However in both cases they are being used to
632 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
633 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
637 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
638 * Instead, we need to setup the FinalCombiner properly.
640 * The default setup for the FinalCombiner is:
642 * <variable> <input> <mapping> <usage>
643 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
644 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
645 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
651 * That's pretty much fine as it is, except for variable B, which needs to take
652 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
653 * whether WINED3DRS_SPECULARENABLE is enabled or not.
656 TRACE("Setting specular enable state and materials\n");
657 if (state->render_states[WINED3DRS_SPECULARENABLE])
659 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
660 checkGLcall("glMaterialfv");
662 if (state->material.Power > gl_info->limits.shininess)
664 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
665 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
666 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
667 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
668 * them, it should be safe to do so without major visual distortions.
670 WARN("Material power = %.8e, limit %.8e\n", state->material.Power, gl_info->limits.shininess);
671 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
675 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.Power);
677 checkGLcall("glMaterialf(GL_SHININESS)");
679 if (gl_info->supported[EXT_SECONDARY_COLOR])
681 glEnable(GL_COLOR_SUM_EXT);
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
704 glDisable(GL_COLOR_SUM_EXT);
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (gl_info->supported[NV_REGISTER_COMBINERS])
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
715 checkGLcall("glFinalCombinerInputNV()");
719 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
720 state->material.Diffuse.r, state->material.Diffuse.g,
721 state->material.Diffuse.b, state->material.Diffuse.a);
722 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
723 state->material.Ambient.r, state->material.Ambient.g,
724 state->material.Ambient.b, state->material.Ambient.a);
725 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
726 state->material.Specular.r, state->material.Specular.g,
727 state->material.Specular.b, state->material.Specular.a);
728 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.Emissive.r, state->material.Emissive.g,
730 state->material.Emissive.b, state->material.Emissive.a);
732 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
733 checkGLcall("glMaterialfv(GL_AMBIENT)");
734 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
735 checkGLcall("glMaterialfv(GL_DIFFUSE)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
737 checkGLcall("glMaterialfv(GL_EMISSION)");
740 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
742 const struct wined3d_gl_info *gl_info = context->gl_info;
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only. */
748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
750 /* And now the default texture color as well */
751 for (i = 0; i < gl_info->limits.texture_stages; ++i)
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
756 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
757 checkGLcall("glActiveTextureARB");
759 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
760 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
764 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
765 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
767 const struct wined3d_gl_info *gl_info = context->gl_info;
769 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
770 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
771 GL_EXTCALL(glActiveStencilFaceEXT(face));
772 checkGLcall("glActiveStencilFaceEXT(...)");
773 glStencilFunc(func, ref, mask);
774 checkGLcall("glStencilFunc(...)");
775 glStencilOp(stencilFail, depthFail, stencilPass);
776 checkGLcall("glStencilOp(...)");
779 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
781 const struct wined3d_gl_info *gl_info = context->gl_info;
782 DWORD onesided_enable = FALSE;
783 DWORD twosided_enable = FALSE;
784 GLint func = GL_ALWAYS;
785 GLint func_ccw = GL_ALWAYS;
788 GLint stencilFail = GL_KEEP;
789 GLint depthFail = GL_KEEP;
790 GLint stencilPass = GL_KEEP;
791 GLint stencilFail_ccw = GL_KEEP;
792 GLint depthFail_ccw = GL_KEEP;
793 GLint stencilPass_ccw = GL_KEEP;
795 /* No stencil test without a stencil buffer. */
796 if (!state->fb->depth_stencil)
798 glDisable(GL_STENCIL_TEST);
799 checkGLcall("glDisable GL_STENCIL_TEST");
803 onesided_enable = state->render_states[WINED3DRS_STENCILENABLE];
804 twosided_enable = state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
805 if (!(func = CompareFunc(state->render_states[WINED3DRS_STENCILFUNC])))
807 if (!(func_ccw = CompareFunc(state->render_states[WINED3DRS_CCW_STENCILFUNC])))
808 func_ccw = GL_ALWAYS;
809 ref = state->render_states[WINED3DRS_STENCILREF];
810 mask = state->render_states[WINED3DRS_STENCILMASK];
811 stencilFail = StencilOp(state->render_states[WINED3DRS_STENCILFAIL]);
812 depthFail = StencilOp(state->render_states[WINED3DRS_STENCILZFAIL]);
813 stencilPass = StencilOp(state->render_states[WINED3DRS_STENCILPASS]);
814 stencilFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILFAIL]);
815 depthFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILZFAIL]);
816 stencilPass_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILPASS]);
818 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
819 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
820 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
821 onesided_enable, twosided_enable, ref, mask,
822 func, stencilFail, depthFail, stencilPass,
823 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
825 if (twosided_enable && onesided_enable) {
826 glEnable(GL_STENCIL_TEST);
827 checkGLcall("glEnable GL_STENCIL_TEST");
829 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
831 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
832 * which has an effect on the code below too. If we apply the front face
833 * afterwards, we are sure that the active stencil face is set to front,
834 * and other stencil functions which do not use two sided stencil do not have
837 renderstate_stencil_twosided(context, GL_BACK,
838 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
839 renderstate_stencil_twosided(context, GL_FRONT,
840 func, ref, mask, stencilFail, depthFail, stencilPass);
842 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
844 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
845 checkGLcall("glStencilFuncSeparateATI(...)");
846 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
847 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
848 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
849 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
851 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
854 else if(onesided_enable)
856 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
858 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
859 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
862 /* This code disables the ATI extension as well, since the standard stencil functions are equal
863 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
865 glEnable(GL_STENCIL_TEST);
866 checkGLcall("glEnable GL_STENCIL_TEST");
867 glStencilFunc(func, ref, mask);
868 checkGLcall("glStencilFunc(...)");
869 glStencilOp(stencilFail, depthFail, stencilPass);
870 checkGLcall("glStencilOp(...)");
872 glDisable(GL_STENCIL_TEST);
873 checkGLcall("glDisable GL_STENCIL_TEST");
877 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
879 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
880 const struct wined3d_gl_info *gl_info = context->gl_info;
882 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
883 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
885 checkGLcall("glStencilMask");
886 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
887 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
891 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
893 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
896 checkGLcall("glStencilMask");
899 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
902 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
904 if (!state->render_states[WINED3DRS_FOGENABLE])
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if (state->render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
910 glHint(GL_FOG_HINT, GL_NICEST);
911 if(context->fog_coord) {
912 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
913 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
914 context->fog_coord = FALSE;
919 /* Otherwise use per-vertex fog in any case */
920 glHint(GL_FOG_HINT, GL_FASTEST);
922 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
924 /* No fog at all, or transformed vertices: Use fog coord */
925 if(!context->fog_coord) {
926 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
927 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
928 context->fog_coord = TRUE;
931 /* Otherwise, use the fragment depth */
932 if(context->fog_coord) {
933 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
934 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
935 context->fog_coord = FALSE;
940 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
942 float fogstart, fogend;
948 switch(context->fog_source) {
954 case FOGSOURCE_COORD:
960 tmpvalue.d = state->render_states[WINED3DRS_FOGSTART];
961 fogstart = tmpvalue.f;
962 tmpvalue.d = state->render_states[WINED3DRS_FOGEND];
964 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
965 if(fogstart == fogend) {
966 fogstart = -1.0f / 0.0f;
972 /* This should not happen.context->fog_source is set in wined3d, not the app.
973 * Still this is needed to make the compiler happy
975 ERR("Unexpected fog coordinate source\n");
980 glFogf(GL_FOG_START, fogstart);
981 checkGLcall("glFogf(GL_FOG_START, fogstart)");
982 TRACE("Fog Start == %f\n", fogstart);
984 glFogf(GL_FOG_END, fogend);
985 checkGLcall("glFogf(GL_FOG_END, fogend)");
986 TRACE("Fog End == %f\n", fogend);
989 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
991 enum fogsource new_source;
993 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
995 if (!state->render_states[WINED3DRS_FOGENABLE])
997 /* No fog? Disable it, and we're done :-) */
998 glDisableWINE(GL_FOG);
999 checkGLcall("glDisable GL_FOG");
1005 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1006 * It can use the Z value of the vertex, or the alpha component of the specular color.
1007 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1008 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1009 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1011 * FOGTABLEMODE != NONE:
1012 * The Z value is used, with the equation specified, no matter what vertex type.
1014 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1015 * Per vertex fog is calculated using the specified fog equation and the parameters
1017 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1018 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1019 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1022 * Rules for vertex fog with shaders:
1024 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1025 * the fog computation to happen during transformation while openGL expects it to happen
1026 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1027 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1028 * To solve this problem, WineD3D does:
1029 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1031 * and 2) disables the fog computation (in either the fixed function or programmable
1032 * rasterizer) if using a vertex program.
1034 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1035 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1036 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1037 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1038 * There are some GL differences between specular fog coords and vertex shaders though.
1040 * With table fog the vertex shader fog coordinate is ignored.
1042 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1046 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1047 * the system will apply only pixel(=table) fog effects."
1049 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1053 glFogi(GL_FOG_MODE, GL_LINEAR);
1054 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1055 new_source = FOGSOURCE_VS;
1059 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1061 /* If processed vertices are used, fall through to the NONE case */
1062 case WINED3DFOG_EXP:
1063 if(!context->last_was_rhw) {
1064 glFogi(GL_FOG_MODE, GL_EXP);
1065 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1066 new_source = FOGSOURCE_FFP;
1071 case WINED3DFOG_EXP2:
1072 if(!context->last_was_rhw) {
1073 glFogi(GL_FOG_MODE, GL_EXP2);
1074 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1075 new_source = FOGSOURCE_FFP;
1080 case WINED3DFOG_LINEAR:
1081 if(!context->last_was_rhw) {
1082 glFogi(GL_FOG_MODE, GL_LINEAR);
1083 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1084 new_source = FOGSOURCE_FFP;
1089 case WINED3DFOG_NONE:
1090 /* Both are none? According to msdn the alpha channel of the specular
1091 * color contains a fog factor. Set it in drawStridedSlow.
1092 * Same happens with Vertexfog on transformed vertices
1094 new_source = FOGSOURCE_COORD;
1095 glFogi(GL_FOG_MODE, GL_LINEAR);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1100 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1101 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1102 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1106 new_source = FOGSOURCE_FFP;
1108 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1110 case WINED3DFOG_EXP:
1111 glFogi(GL_FOG_MODE, GL_EXP);
1112 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1115 case WINED3DFOG_EXP2:
1116 glFogi(GL_FOG_MODE, GL_EXP2);
1117 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1120 case WINED3DFOG_LINEAR:
1121 glFogi(GL_FOG_MODE, GL_LINEAR);
1122 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1125 case WINED3DFOG_NONE: /* Won't happen */
1127 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1128 state->render_states[WINED3DRS_FOGTABLEMODE]);
1132 glEnableWINE(GL_FOG);
1133 checkGLcall("glEnable GL_FOG");
1134 if (new_source != context->fog_source)
1136 context->fog_source = new_source;
1137 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
1141 static void state_rangefog_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1143 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1144 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1147 static void state_rangefog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1149 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1151 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1152 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1154 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1155 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1159 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1163 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_FOGCOLOR], col);
1164 glFogfv(GL_FOG_COLOR, &col[0]);
1165 checkGLcall("glFog GL_FOG_COLOR");
1168 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1175 tmpvalue.d = state->render_states[WINED3DRS_FOGDENSITY];
1176 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1177 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1180 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1182 const struct wined3d_device *device = context->swapchain->device;
1185 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1186 * The vertex declaration will call this function if the fixed function pipeline is used.
1189 if(isStateDirty(context, STATE_VDECL)) {
1193 context->num_untracked_materials = 0;
1194 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1195 && state->render_states[WINED3DRS_COLORVERTEX])
1197 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1198 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1199 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1200 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1201 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1203 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1205 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1206 Parm = GL_AMBIENT_AND_DIFFUSE;
1209 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1211 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1212 context->num_untracked_materials++;
1214 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1216 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1217 context->num_untracked_materials++;
1220 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1223 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1225 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1226 context->num_untracked_materials++;
1228 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1230 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1231 context->num_untracked_materials++;
1234 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1237 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1239 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1240 context->num_untracked_materials++;
1243 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1249 /* Nothing changed, return. */
1250 if (Parm == context->tracking_parm) return;
1253 glDisable(GL_COLOR_MATERIAL);
1254 checkGLcall("glDisable GL_COLOR_MATERIAL");
1256 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1257 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1258 glEnable(GL_COLOR_MATERIAL);
1259 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1262 /* Apparently calls to glMaterialfv are ignored for properties we're
1263 * tracking with glColorMaterial, so apply those here. */
1264 switch (context->tracking_parm) {
1265 case GL_AMBIENT_AND_DIFFUSE:
1266 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1267 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1268 checkGLcall("glMaterialfv");
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1273 checkGLcall("glMaterialfv");
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1278 checkGLcall("glMaterialfv");
1282 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1283 checkGLcall("glMaterialfv");
1287 /* Only change material color if specular is enabled, otherwise it is set to black */
1288 if (state->render_states[WINED3DRS_SPECULARENABLE])
1290 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1291 checkGLcall("glMaterialfv");
1293 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1294 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1295 checkGLcall("glMaterialfv");
1300 context->tracking_parm = Parm;
1303 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1307 WINED3DLINEPATTERN lp;
1309 tmppattern.d = state->render_states[WINED3DRS_LINEPATTERN];
1311 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1313 if (tmppattern.lp.wRepeatFactor) {
1314 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1315 checkGLcall("glLineStipple(repeat, linepattern)");
1316 glEnable(GL_LINE_STIPPLE);
1317 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1319 glDisable(GL_LINE_STIPPLE);
1320 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1324 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1326 if (isStateDirty(context, STATE_VDECL))
1329 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1330 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1331 * by zero and is not properly defined in opengl, so avoid it
1333 if (state->render_states[WINED3DRS_NORMALIZENORMALS]
1334 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1336 glEnable(GL_NORMALIZE);
1337 checkGLcall("glEnable(GL_NORMALIZE);");
1341 glDisable(GL_NORMALIZE);
1342 checkGLcall("glDisable(GL_NORMALIZE);");
1346 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1353 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1354 if (tmpvalue.f != 1.0f)
1356 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1358 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1359 if (tmpvalue.f != 64.0f)
1361 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1366 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1368 const struct wined3d_gl_info *gl_info = context->gl_info;
1375 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1376 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1378 /* Max point size trumps min point size */
1383 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1384 checkGLcall("glPointParameterfEXT(...)");
1385 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1386 checkGLcall("glPointParameterfEXT(...)");
1389 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1391 const struct wined3d_gl_info *gl_info = context->gl_info;
1398 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1399 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1401 /* Max point size trumps min point size */
1406 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1407 checkGLcall("glPointParameterfARB(...)");
1408 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1409 checkGLcall("glPointParameterfARB(...)");
1412 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1414 const struct wined3d_gl_info *gl_info = context->gl_info;
1415 /* TODO: Group this with the viewport */
1417 * POINTSCALEENABLE controls how point size value is treated. If set to
1418 * true, the point size is scaled with respect to height of viewport.
1419 * When set to false point size is in pixels.
1422 /* Default values */
1423 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1427 } pointSize, A, B, C;
1429 pointSize.d = state->render_states[WINED3DRS_POINTSIZE];
1430 A.d = state->render_states[WINED3DRS_POINTSCALE_A];
1431 B.d = state->render_states[WINED3DRS_POINTSCALE_B];
1432 C.d = state->render_states[WINED3DRS_POINTSCALE_C];
1434 if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1436 GLfloat scaleFactor;
1437 DWORD h = state->viewport.Height;
1439 if (pointSize.f < gl_info->limits.pointsize_min)
1441 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1442 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1443 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1444 * are less than 1.0f. scale_factor = 1.0f / point_size.
1446 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1447 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1448 * is 1.0, but then accepts points below that and draws too small points
1450 pointSize.f = gl_info->limits.pointsize_min;
1452 else if(pointSize.f > gl_info->limits.pointsize_max)
1454 /* gl already scales the input to glPointSize,
1455 * d3d scales the result after the point size scale.
1456 * If the point size is bigger than the max size, use the
1457 * scaling to scale it bigger, and set the gl point size to max
1459 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1460 TRACE("scale: %f\n", scaleFactor);
1461 pointSize.f = gl_info->limits.pointsize_max;
1465 scaleFactor = powf(h * scaleFactor, 2);
1467 att[0] = A.f / scaleFactor;
1468 att[1] = B.f / scaleFactor;
1469 att[2] = C.f / scaleFactor;
1472 if (gl_info->supported[ARB_POINT_PARAMETERS])
1474 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1475 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1477 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1479 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1480 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1482 else if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1484 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1487 glPointSize(pointSize.f);
1488 checkGLcall("glPointSize(...);");
1491 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1493 WARN("token: %#x.\n", state->render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1496 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1498 DWORD mask0 = state->render_states[WINED3DRS_COLORWRITEENABLE];
1499 DWORD mask1 = state->render_states[WINED3DRS_COLORWRITEENABLE1];
1500 DWORD mask2 = state->render_states[WINED3DRS_COLORWRITEENABLE2];
1501 DWORD mask3 = state->render_states[WINED3DRS_COLORWRITEENABLE3];
1503 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1504 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1505 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1506 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1507 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1508 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1509 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1510 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1511 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1512 checkGLcall("glColorMask(...)");
1514 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1515 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1517 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1518 mask0, mask1, mask2, mask3);
1519 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1523 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1525 GL_EXTCALL(glColorMaskIndexedEXT(index,
1526 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1527 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1528 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1529 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1532 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1534 set_color_mask(context->gl_info, 0, state->render_states[WINED3DRS_COLORWRITEENABLE]);
1537 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1539 set_color_mask(context->gl_info, 1, state->render_states[WINED3DRS_COLORWRITEENABLE1]);
1542 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1544 set_color_mask(context->gl_info, 2, state->render_states[WINED3DRS_COLORWRITEENABLE2]);
1547 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1549 set_color_mask(context->gl_info, 3, state->render_states[WINED3DRS_COLORWRITEENABLE3]);
1552 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1554 if (state->render_states[WINED3DRS_LOCALVIEWER])
1556 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1557 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1559 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1560 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1564 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1566 if (state->render_states[WINED3DRS_LASTPIXEL])
1568 TRACE("Last Pixel Drawing Enabled\n");
1574 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1577 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1582 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1586 /* TODO: NV_POINT_SPRITE */
1587 if (!warned && state->render_states[WINED3DRS_POINTSPRITEENABLE])
1589 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1590 FIXME("Point sprites not supported\n");
1595 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1597 const struct wined3d_gl_info *gl_info = context->gl_info;
1599 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1603 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1605 if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1607 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1612 glEnable(GL_POINT_SPRITE_ARB);
1613 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1615 glDisable(GL_POINT_SPRITE_ARB);
1616 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1620 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1622 if (state->render_states[WINED3DRS_WRAP0]
1623 || state->render_states[WINED3DRS_WRAP1]
1624 || state->render_states[WINED3DRS_WRAP2]
1625 || state->render_states[WINED3DRS_WRAP3]
1626 || state->render_states[WINED3DRS_WRAP4]
1627 || state->render_states[WINED3DRS_WRAP5]
1628 || state->render_states[WINED3DRS_WRAP6]
1629 || state->render_states[WINED3DRS_WRAP7]
1630 || state->render_states[WINED3DRS_WRAP8]
1631 || state->render_states[WINED3DRS_WRAP9]
1632 || state->render_states[WINED3DRS_WRAP10]
1633 || state->render_states[WINED3DRS_WRAP11]
1634 || state->render_states[WINED3DRS_WRAP12]
1635 || state->render_states[WINED3DRS_WRAP13]
1636 || state->render_states[WINED3DRS_WRAP14]
1637 || state->render_states[WINED3DRS_WRAP15])
1638 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1641 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1643 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1644 WARN("Multisample antialiasing not supported by GL.\n");
1647 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1649 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1651 glEnable(GL_MULTISAMPLE_ARB);
1652 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1654 glDisable(GL_MULTISAMPLE_ARB);
1655 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1659 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1661 if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
1663 glEnable(GL_SCISSOR_TEST);
1664 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1666 glDisable(GL_SCISSOR_TEST);
1667 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1671 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1672 * OpenGL the bias is specified in units of "the smallest value that is
1673 * guaranteed to produce a resolvable offset for a given implementation". To
1674 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1675 * There's no practical way to retrieve that value from a given GL
1676 * implementation, but the D3D application has essentially the same problem,
1677 * which makes a guess of the depth buffer format's highest possible value a
1678 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1679 * depth slope, and doesn't need to be scaled. */
1680 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1682 if (state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1683 || state->render_states[WINED3DRS_DEPTHBIAS])
1685 const struct wined3d_surface *depth = state->fb->depth_stencil;
1692 } scale_bias, const_bias;
1694 scale_bias.d = state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1695 const_bias.d = state->render_states[WINED3DRS_DEPTHBIAS];
1697 glEnable(GL_POLYGON_OFFSET_FILL);
1698 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1700 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1702 float bias = -(float)const_bias.d;
1703 glPolygonOffset(bias, bias);
1704 checkGLcall("glPolygonOffset");
1710 const struct wined3d_format *fmt = depth->resource.format;
1711 scale = powf(2, fmt->depth_size) - 1;
1712 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1713 debug_d3dformat(fmt->id), scale);
1717 /* The context manager will reapply this state on a depth stencil change */
1718 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1722 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1723 checkGLcall("glPolygonOffset(...)");
1728 glDisable(GL_POLYGON_OFFSET_FILL);
1729 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1733 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1735 if (state->render_states[WINED3DRS_ZVISIBLE])
1736 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1739 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1741 if (state->render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1743 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1744 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1746 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1747 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1751 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1753 if (state->render_states[WINED3DRS_STIPPLEDALPHA])
1754 FIXME("Stippled Alpha not supported yet.\n");
1757 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1759 if (state->render_states[WINED3DRS_ANTIALIAS])
1760 FIXME("Antialias not supported yet.\n");
1763 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1765 if (state->render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1766 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1767 state->render_states[WINED3DRS_MULTISAMPLEMASK]);
1770 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1772 if (state->render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1773 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1774 state->render_states[WINED3DRS_PATCHEDGESTYLE]);
1777 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1785 if (state->render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1787 static BOOL displayed = FALSE;
1789 tmpvalue.d = state->render_states[WINED3DRS_PATCHSEGMENTS];
1791 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1797 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1799 if (state->render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1800 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1801 state->render_states[WINED3DRS_POSITIONDEGREE]);
1804 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1806 if (state->render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1807 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1808 state->render_states[WINED3DRS_NORMALDEGREE]);
1811 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1813 if (state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1814 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1815 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1818 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1825 const struct wined3d_gl_info *gl_info = context->gl_info;
1827 if (state->render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1829 zmin.d = state->render_states[WINED3DRS_ADAPTIVETESS_Z];
1830 zmax.d = state->render_states[WINED3DRS_ADAPTIVETESS_W];
1832 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1833 * In d3d9 test is not performed in this case*/
1834 if (zmin.f <= zmax.f)
1836 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1837 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1838 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1839 checkGLcall("glDepthBoundsEXT(...)");
1842 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1843 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1847 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1848 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1851 state_tessellation(context, state, STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION));
1854 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1856 if (state->render_states[WINED3DRS_WRAPU])
1857 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1860 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1862 if (state->render_states[WINED3DRS_WRAPV])
1863 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1866 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1868 if (state->render_states[WINED3DRS_MONOENABLE])
1869 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1872 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1874 if (state->render_states[WINED3DRS_ROP2])
1875 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1878 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1880 if (state->render_states[WINED3DRS_PLANEMASK])
1881 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1884 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1886 if (state->render_states[WINED3DRS_SUBPIXEL])
1887 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1890 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1892 if (state->render_states[WINED3DRS_SUBPIXELX])
1893 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1896 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1898 if (state->render_states[WINED3DRS_STIPPLEENABLE])
1899 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1902 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1904 if (state->render_states[WINED3DRS_MIPMAPLODBIAS])
1905 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1908 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1910 if (state->render_states[WINED3DRS_ANISOTROPY])
1911 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1914 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1916 if (state->render_states[WINED3DRS_FLUSHBATCH])
1917 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1920 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1922 if (state->render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1923 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1926 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1928 if (state->render_states[WINED3DRS_EXTENTS])
1929 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1932 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1934 if (state->render_states[WINED3DRS_COLORKEYBLENDENABLE])
1935 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1938 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1940 if (state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1941 FIXME("Software vertex processing not implemented.\n");
1944 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1945 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1946 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1947 * flag specifies the complement of the input should be used. */
1948 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1949 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1951 /* Calculate the operand */
1953 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1954 else *operand = GL_ONE_MINUS_SRC_COLOR;
1956 if (from_alpha) *operand = GL_SRC_ALPHA;
1957 else *operand = GL_SRC_COLOR;
1960 /* Calculate the source */
1961 switch (arg & WINED3DTA_SELECTMASK) {
1962 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1963 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1964 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1965 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1966 case WINED3DTA_SPECULAR:
1968 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1969 * 'Secondary color' and isn't supported until base GL supports it
1970 * There is no concept of temp registers as far as I can tell
1972 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1973 *source = GL_TEXTURE;
1976 FIXME("Unrecognized texture arg %#x\n", arg);
1977 *source = GL_TEXTURE;
1982 /* Setup the texture operations texture stage states */
1983 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1984 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1986 GLenum src1, src2, src3;
1987 GLenum opr1, opr2, opr3;
1989 GLenum src0_target, src1_target, src2_target;
1990 GLenum opr0_target, opr1_target, opr2_target;
1992 GLenum opr=0, invopr, src3_target, opr3_target;
1993 BOOL Handled = FALSE;
1995 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1997 /* This is called by a state handler which has the gl lock held and a context for the thread */
1999 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2000 the form (a1 <operation> a2). However, some of the more complex operations
2001 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2002 in a third parameter called a0. Therefore these are operations of the form
2003 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2005 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2006 functions below, expect their syntax to differ slightly to those listed in the
2007 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2008 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2012 comb_target = GL_COMBINE_ALPHA;
2013 src0_target = GL_SOURCE0_ALPHA;
2014 src1_target = GL_SOURCE1_ALPHA;
2015 src2_target = GL_SOURCE2_ALPHA;
2016 opr0_target = GL_OPERAND0_ALPHA;
2017 opr1_target = GL_OPERAND1_ALPHA;
2018 opr2_target = GL_OPERAND2_ALPHA;
2019 scal_target = GL_ALPHA_SCALE;
2023 comb_target = GL_COMBINE_RGB;
2024 src0_target = GL_SOURCE0_RGB;
2025 src1_target = GL_SOURCE1_RGB;
2026 src2_target = GL_SOURCE2_RGB;
2027 opr0_target = GL_OPERAND0_RGB;
2028 opr1_target = GL_OPERAND1_RGB;
2029 opr2_target = GL_OPERAND2_RGB;
2030 scal_target = GL_RGB_SCALE;
2033 /* If a texture stage references an invalid texture unit the stage just
2034 * passes through the result from the previous stage */
2035 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2037 arg1 = WINED3DTA_CURRENT;
2038 op = WINED3DTOP_SELECTARG1;
2041 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2043 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2045 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2047 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2048 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2050 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2052 Handled = TRUE; /* Assume will be handled */
2054 /* Other texture operations require special extensions: */
2055 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2059 invopr = GL_ONE_MINUS_SRC_ALPHA;
2060 src3_target = GL_SOURCE3_ALPHA_NV;
2061 opr3_target = GL_OPERAND3_ALPHA_NV;
2064 invopr = GL_ONE_MINUS_SRC_COLOR;
2065 src3_target = GL_SOURCE3_RGB_NV;
2066 opr3_target = GL_OPERAND3_RGB_NV;
2069 case WINED3DTOP_DISABLE: /* Only for alpha */
2070 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2071 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2072 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2073 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2074 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2075 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2076 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2077 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2078 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2079 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2080 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2081 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2082 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2083 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2084 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2085 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2086 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2087 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2089 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2090 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2091 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2092 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2093 if (op == WINED3DTOP_SELECTARG1) {
2094 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2095 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2096 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2097 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2099 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2100 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2101 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2102 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2104 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2105 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2106 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2107 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2108 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2109 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2110 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2111 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2112 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2113 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2114 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2115 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2118 case WINED3DTOP_MODULATE:
2119 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2120 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2121 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2122 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2123 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2124 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2125 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2126 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2127 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2128 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2129 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2130 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2131 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2132 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2133 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2134 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2135 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2136 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2137 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2138 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2140 case WINED3DTOP_MODULATE2X:
2141 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2142 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2143 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2144 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2145 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2146 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2147 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2148 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2149 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2150 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2151 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2152 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2153 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2154 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2155 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2156 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2157 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2158 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2159 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2160 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2162 case WINED3DTOP_MODULATE4X:
2163 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2164 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2165 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2166 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2167 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2168 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2169 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2170 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2171 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2172 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2173 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2174 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2175 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2176 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2177 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2178 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2179 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2180 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2181 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2182 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2185 case WINED3DTOP_ADD:
2186 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2187 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2188 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2189 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2190 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2191 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2192 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2193 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2194 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2195 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2196 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2197 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2198 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2199 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2200 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2201 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2202 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2203 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2204 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2205 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2208 case WINED3DTOP_ADDSIGNED:
2209 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2210 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2211 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2212 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2213 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2214 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2215 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2216 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2217 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2218 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2219 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2220 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2221 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2222 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2223 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2224 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2225 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2226 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2227 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2228 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2231 case WINED3DTOP_ADDSIGNED2X:
2232 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2233 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2234 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2235 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2236 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2237 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2238 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2239 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2240 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2241 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2242 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2243 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2244 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2245 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2246 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2247 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2248 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2249 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2250 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2251 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2254 case WINED3DTOP_ADDSMOOTH:
2255 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2256 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2257 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2258 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2259 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2260 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2261 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2262 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2263 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2264 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2265 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2266 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2267 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2268 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2269 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2270 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2272 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2273 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2274 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2275 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2277 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2278 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2279 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2280 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2283 case WINED3DTOP_BLENDDIFFUSEALPHA:
2284 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2285 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2286 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2287 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2288 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2289 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2290 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2291 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2292 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2293 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2294 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2295 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2296 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2297 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2298 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2299 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2300 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2301 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2302 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2303 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305 case WINED3DTOP_BLENDTEXTUREALPHA:
2306 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2307 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2308 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2309 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2310 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2311 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2312 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2313 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2314 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2315 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2316 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2317 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2318 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2319 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2320 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2321 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2322 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2323 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2324 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2325 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2327 case WINED3DTOP_BLENDFACTORALPHA:
2328 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2329 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2330 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2331 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2332 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2333 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2334 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2335 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2336 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2337 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2338 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2339 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2340 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2341 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2342 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2343 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2344 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2345 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2346 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2347 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2349 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2350 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2351 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2352 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2353 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2354 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2355 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2356 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2357 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2358 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2359 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2360 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2361 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2362 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2363 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2364 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2365 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2366 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2367 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2368 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2369 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2371 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2372 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2373 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2374 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2375 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2376 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2377 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2378 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2379 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2380 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2381 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2382 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2383 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2384 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2385 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2386 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2389 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2390 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2392 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2393 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2394 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2395 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2397 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2398 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2399 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2400 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2401 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2402 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2403 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2404 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2405 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2406 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2407 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2408 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2409 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2411 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2412 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2414 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2415 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2416 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2417 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2418 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2419 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2420 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2421 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2423 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2424 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2425 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2426 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2427 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2428 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2429 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2430 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2431 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2432 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2433 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2434 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2435 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2436 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2437 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2438 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2439 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2441 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2442 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2443 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2444 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2446 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2447 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2448 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2449 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2451 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2452 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2453 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2454 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2455 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2457 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2458 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2459 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2460 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2462 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2463 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2464 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2466 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2468 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2469 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2471 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2472 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2474 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2475 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2476 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2477 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2478 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2479 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2480 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2481 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2483 case WINED3DTOP_MULTIPLYADD:
2484 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2485 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2486 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2487 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2488 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2489 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2490 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2491 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2492 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2493 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2494 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2495 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2496 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2497 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2498 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2499 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2500 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2501 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2502 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2503 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2506 case WINED3DTOP_BUMPENVMAP:
2510 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2511 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2517 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2518 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2522 } /* GL_NV_texture_env_combine4 */
2524 Handled = TRUE; /* Again, assume handled */
2526 case WINED3DTOP_DISABLE: /* Only for alpha */
2527 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2528 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2529 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2530 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2531 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2532 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2533 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2534 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2536 case WINED3DTOP_SELECTARG1:
2537 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2538 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2539 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2540 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2541 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2542 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2543 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2544 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2546 case WINED3DTOP_SELECTARG2:
2547 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2548 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2549 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2550 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2551 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2552 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2553 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2554 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2556 case WINED3DTOP_MODULATE:
2557 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2558 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2559 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2561 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2562 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2563 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2564 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2565 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2566 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2567 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2568 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2570 case WINED3DTOP_MODULATE2X:
2571 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2572 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2573 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2574 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2575 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2576 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2577 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2578 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2579 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2580 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2581 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2584 case WINED3DTOP_MODULATE4X:
2585 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2587 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2598 case WINED3DTOP_ADD:
2599 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2600 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2601 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2602 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2603 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2605 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2607 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2609 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2612 case WINED3DTOP_ADDSIGNED:
2613 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2615 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2621 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2623 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2626 case WINED3DTOP_ADDSIGNED2X:
2627 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2629 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2640 case WINED3DTOP_SUBTRACT:
2641 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2643 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2645 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2647 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2648 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2649 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2650 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2651 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2652 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2653 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2656 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2660 case WINED3DTOP_BLENDDIFFUSEALPHA:
2661 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2662 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2663 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2665 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2667 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2669 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2671 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2672 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2673 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2674 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2675 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2676 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2678 case WINED3DTOP_BLENDTEXTUREALPHA:
2679 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2680 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2681 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2682 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2683 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2684 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2685 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2686 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2687 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2688 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2689 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2690 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2691 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2692 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2693 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2694 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2696 case WINED3DTOP_BLENDFACTORALPHA:
2697 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2698 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2699 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2700 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2701 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2702 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2703 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2704 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2705 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2706 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2707 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2708 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2709 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2710 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2711 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2712 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2714 case WINED3DTOP_BLENDCURRENTALPHA:
2715 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2716 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2717 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2718 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2719 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2720 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2721 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2722 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2723 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2724 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2725 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2726 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2727 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2728 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2729 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2730 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2732 case WINED3DTOP_DOTPRODUCT3:
2733 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2735 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2736 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2738 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2740 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2741 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2743 FIXME("This version of opengl does not support GL_DOT3\n");
2745 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2754 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2756 case WINED3DTOP_LERP:
2757 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2758 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2759 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2760 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2761 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2762 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2763 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2764 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2765 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2766 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2767 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2768 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2769 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2770 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2771 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2772 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2774 case WINED3DTOP_ADDSMOOTH:
2775 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2777 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2778 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2779 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2780 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2782 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2783 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2784 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2785 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2787 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2788 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2789 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2790 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2791 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2792 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2793 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2794 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2795 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2796 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2797 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2798 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2802 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2803 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2805 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2807 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2809 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2810 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2811 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2812 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2813 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2814 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2815 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2816 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2817 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2818 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2819 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2820 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2824 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2825 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2827 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2828 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2829 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2830 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2832 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2833 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2834 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2835 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2837 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2839 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2841 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2843 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2844 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2845 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2846 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2847 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2848 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2852 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2853 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2855 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2857 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2859 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2860 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2861 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2862 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2864 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2865 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2866 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2867 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2869 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2871 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2872 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2873 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2874 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2875 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2876 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2880 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2881 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2883 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2884 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2885 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2888 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2889 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2890 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2891 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2893 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2894 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2895 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2896 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2897 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2898 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2899 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2900 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2901 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2902 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2903 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2904 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2908 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2909 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2911 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2912 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2913 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2914 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2916 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2917 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2918 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2919 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2921 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2922 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2923 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2924 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2926 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2927 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2928 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2929 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2931 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2932 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2933 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2934 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2935 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2936 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2937 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2938 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2942 case WINED3DTOP_MULTIPLYADD:
2943 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2945 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2946 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2947 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2948 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2949 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2950 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2951 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2952 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2953 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2954 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2955 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2956 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2957 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2958 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2959 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2960 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2964 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2965 case WINED3DTOP_BUMPENVMAP:
2966 if (gl_info->supported[NV_TEXTURE_SHADER2])
2968 /* Technically texture shader support without register combiners is possible, but not expected to occur
2969 * on real world cards, so for now a fixme should be enough
2971 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2978 BOOL combineOK = TRUE;
2979 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2984 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2986 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2988 /* Note: If COMBINE4 in effect can't go back to combine! */
2990 case WINED3DTOP_ADDSMOOTH:
2991 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2992 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2993 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2994 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2995 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2996 case WINED3DTOP_MULTIPLYADD:
2997 /* Ignore those implemented in both cases */
2999 case WINED3DTOP_SELECTARG1:
3000 case WINED3DTOP_SELECTARG2:
3005 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3013 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3014 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3020 /* After all the extensions, if still unhandled, report fixme */
3021 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3025 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3027 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3028 const struct wined3d_device *device = context->swapchain->device;
3029 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3030 DWORD mapped_stage = device->texUnitMap[stage];
3031 const struct wined3d_gl_info *gl_info = context->gl_info;
3033 TRACE("Setting color op for stage %d\n", stage);
3035 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3036 if (use_ps(state)) return;
3038 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3040 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3042 if (tex_used && mapped_stage >= gl_info->limits.textures)
3044 FIXME("Attempt to enable unsupported stage!\n");
3047 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3048 checkGLcall("glActiveTextureARB");
3051 if (stage >= state->lowest_disabled_stage)
3053 TRACE("Stage disabled\n");
3054 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3056 /* Disable everything here */
3057 glDisable(GL_TEXTURE_2D);
3058 checkGLcall("glDisable(GL_TEXTURE_2D)");
3059 glDisable(GL_TEXTURE_3D);
3060 checkGLcall("glDisable(GL_TEXTURE_3D)");
3061 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3063 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3064 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3066 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3068 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3069 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3076 /* The sampler will also activate the correct texture dimensions, so no
3077 * need to do it here if the sampler for this stage is dirty. */
3078 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3079 texture_activate_dimensions(state->textures[stage], gl_info);
3081 set_tex_op(gl_info, state, FALSE, stage,
3082 state->texture_states[stage][WINED3DTSS_COLOROP],
3083 state->texture_states[stage][WINED3DTSS_COLORARG1],
3084 state->texture_states[stage][WINED3DTSS_COLORARG2],
3085 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3088 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3090 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3091 const struct wined3d_device *device = context->swapchain->device;
3092 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3093 DWORD mapped_stage = device->texUnitMap[stage];
3094 const struct wined3d_gl_info *gl_info = context->gl_info;
3095 DWORD op, arg1, arg2, arg0;
3097 TRACE("Setting alpha op for stage %d\n", stage);
3098 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3099 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3101 if (tex_used && mapped_stage >= gl_info->limits.textures)
3103 FIXME("Attempt to enable unsupported stage!\n");
3106 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3107 checkGLcall("glActiveTextureARB");
3110 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3111 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3112 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3113 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3115 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3117 struct wined3d_texture *texture = state->textures[0];
3118 GLenum texture_dimensions = texture->target;
3120 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3122 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3124 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3126 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3127 * properly. On the other hand applications can still use texture combiners apparently. This code
3128 * takes care that apps cannot remove the texture's alpha channel entirely.
3130 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3131 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3132 * and alpha component of diffuse color to draw things like translucent text and perform other
3135 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3136 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3137 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3138 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3139 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3140 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3141 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3142 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3143 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3146 * What to do with multitexturing? So far no app has been found that uses color keying with
3148 if (op == WINED3DTOP_DISABLE)
3150 arg1 = WINED3DTA_TEXTURE;
3151 op = WINED3DTOP_SELECTARG1;
3153 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3155 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3157 arg2 = WINED3DTA_TEXTURE;
3158 op = WINED3DTOP_MODULATE;
3160 else arg1 = WINED3DTA_TEXTURE;
3162 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3164 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3166 arg1 = WINED3DTA_TEXTURE;
3167 op = WINED3DTOP_MODULATE;
3169 else arg2 = WINED3DTA_TEXTURE;
3175 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3176 * this if block here, and the other code(color keying, texture unit selection) are the same
3178 TRACE("Setting alpha op for stage %d\n", stage);
3179 if (gl_info->supported[NV_REGISTER_COMBINERS])
3181 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3182 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3186 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3190 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3192 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3193 const struct wined3d_device *device = context->swapchain->device;
3194 const struct wined3d_gl_info *gl_info = context->gl_info;
3195 DWORD mapped_stage = device->texUnitMap[texUnit];
3199 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3200 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3202 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3206 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3207 if (mapped_stage >= gl_info->limits.textures) return;
3209 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3210 checkGLcall("glActiveTextureARB");
3211 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3212 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3214 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3215 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3216 generated, context->last_was_rhw,
3217 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3218 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3219 : WINED3DFMT_UNKNOWN,
3220 device->frag_pipe->ffp_proj_control);
3222 /* The sampler applying function calls us if this changes */
3223 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3226 FIXME("Non-power2 texture being used with generated texture coords\n");
3228 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3229 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3232 TRACE("Non power two matrix multiply fixup\n");
3233 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3238 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3240 unsigned int texture_idx;
3242 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3244 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3245 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3249 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3250 GLuint *curVBO, const struct wined3d_state *state)
3252 const struct wined3d_device *device = context->swapchain->device;
3253 const struct wined3d_gl_info *gl_info = context->gl_info;
3254 unsigned int mapped_stage = 0;
3255 unsigned int textureNo = 0;
3257 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3259 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3261 mapped_stage = device->texUnitMap[textureNo];
3262 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3264 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3266 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3268 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3269 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3271 if (*curVBO != e->data.buffer_object)
3273 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3274 checkGLcall("glBindBufferARB");
3275 *curVBO = e->data.buffer_object;
3278 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3279 checkGLcall("glClientActiveTextureARB");
3281 /* The coords to supply depend completely on the fvf / vertex shader */
3282 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3283 e->data.addr + state->load_base_vertex_index * e->stride);
3284 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3288 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3291 if (gl_info->supported[NV_REGISTER_COMBINERS])
3293 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3294 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3296 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3300 checkGLcall("loadTexCoords");
3303 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3305 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3306 const struct wined3d_device *device = context->swapchain->device;
3307 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3308 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3309 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3310 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3311 const struct wined3d_gl_info *gl_info = context->gl_info;
3312 DWORD mapped_stage = device->texUnitMap[stage];
3314 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3316 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3320 if (mapped_stage >= gl_info->limits.fragment_samplers)
3322 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3325 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3326 checkGLcall("glActiveTextureARB");
3328 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3330 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3331 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3332 * means use the vertex position (camera-space) as the input texture coordinates
3333 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3334 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3335 * to the TEXCOORDINDEX value
3337 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3339 case WINED3DTSS_TCI_PASSTHRU:
3340 /* Use the specified texture coordinates contained within the
3341 * vertex format. This value resolves to zero. */
3342 glDisable(GL_TEXTURE_GEN_S);
3343 glDisable(GL_TEXTURE_GEN_T);
3344 glDisable(GL_TEXTURE_GEN_R);
3345 glDisable(GL_TEXTURE_GEN_Q);
3346 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3349 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3350 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3351 * as the input texture coordinates for this stage's texture transformation. This
3352 * equates roughly to EYE_LINEAR */
3354 glMatrixMode(GL_MODELVIEW);
3357 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3358 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3359 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3360 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3362 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3364 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3365 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3366 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3367 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3369 glEnable(GL_TEXTURE_GEN_S);
3370 glEnable(GL_TEXTURE_GEN_T);
3371 glEnable(GL_TEXTURE_GEN_R);
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3376 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3377 /* Note that NV_TEXGEN_REFLECTION support is implied when
3378 * ARB_TEXTURE_CUBE_MAP is supported */
3379 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3381 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3385 glMatrixMode(GL_MODELVIEW);
3388 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3389 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3390 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3391 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3393 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3395 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3396 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3397 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3398 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3400 glEnable(GL_TEXTURE_GEN_S);
3401 glEnable(GL_TEXTURE_GEN_T);
3402 glEnable(GL_TEXTURE_GEN_R);
3403 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3407 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3408 /* Note that NV_TEXGEN_REFLECTION support is implied when
3409 * ARB_TEXTURE_CUBE_MAP is supported */
3410 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3412 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3416 glMatrixMode(GL_MODELVIEW);
3419 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3420 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3421 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3422 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3424 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3426 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3427 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3428 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3429 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3431 glEnable(GL_TEXTURE_GEN_S);
3432 glEnable(GL_TEXTURE_GEN_T);
3433 glEnable(GL_TEXTURE_GEN_R);
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3438 case WINED3DTSS_TCI_SPHEREMAP:
3439 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3440 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3441 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3443 glEnable(GL_TEXTURE_GEN_S);
3444 glEnable(GL_TEXTURE_GEN_T);
3445 glDisable(GL_TEXTURE_GEN_R);
3446 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3451 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3452 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3453 glDisable(GL_TEXTURE_GEN_S);
3454 glDisable(GL_TEXTURE_GEN_T);
3455 glDisable(GL_TEXTURE_GEN_R);
3456 glDisable(GL_TEXTURE_GEN_Q);
3457 checkGLcall("Disable texgen.");
3462 /* Update the texture matrix. */
3463 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3464 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3466 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3467 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3468 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3469 * and do all the things linked to it
3470 * TODO: Tidy that up to reload only the arrays of the changed unit
3472 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3474 unload_tex_coords(gl_info);
3475 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3479 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3481 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3482 const struct wined3d_shader *ps = state->pixel_shader;
3484 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3486 /* The pixel shader has to know the luminance scale. Do a constants
3487 * update if it isn't scheduled anyway. */
3488 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3489 && !isStateDirty(context, STATE_PIXELSHADER))
3490 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3494 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3496 const DWORD sampler = state_id - STATE_SAMPLER(0);
3497 const struct wined3d_texture *texture = state->textures[sampler];
3499 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3501 if(!texture) return;
3502 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3503 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3504 * scaling is reapplied or removed, the texture matrix has to be reapplied
3506 * The mapped stage is already active because the sampler() function below, which is part of the
3509 if (sampler < MAX_TEXTURES)
3511 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3513 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3515 const struct wined3d_device *device = context->swapchain->device;
3518 context->lastWasPow2Texture |= 1 << sampler;
3520 context->lastWasPow2Texture &= ~(1 << sampler);
3522 transform_texture(context, state,
3523 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3528 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3530 const struct wined3d_device *device = context->swapchain->device;
3531 DWORD sampler = state_id - STATE_SAMPLER(0);
3532 DWORD mapped_stage = device->texUnitMap[sampler];
3533 const struct wined3d_gl_info *gl_info = context->gl_info;
3539 TRACE("Sampler: %d\n", sampler);
3540 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3541 * only has to bind textures and set the per texture states
3544 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3546 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3550 if (mapped_stage >= gl_info->limits.combined_samplers)
3554 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3555 checkGLcall("glActiveTextureARB");
3557 if (state->textures[sampler])
3559 struct wined3d_texture *texture = state->textures[sampler];
3560 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3562 texture->texture_ops->texture_bind(texture, gl_info, srgb);
3563 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3565 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3567 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3568 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3569 GL_TEXTURE_LOD_BIAS_EXT,
3571 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3574 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3576 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3578 /* If color keying is enabled update the alpha test, it
3579 * depends on the existence of a color key in stage 0. */
3580 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3584 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3585 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3586 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3588 else if (mapped_stage < gl_info->limits.textures)
3590 if (sampler < state->lowest_disabled_stage)
3592 /* TODO: What should I do with pixel shaders here ??? */
3593 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3595 /* If color keying is enabled update the alpha test, it
3596 * depends on the existence of a color key in stage 0. */
3597 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3599 } /* Otherwise tex_colorop disables the stage */
3600 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3601 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3605 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3607 const struct wined3d_device *device = context->swapchain->device;
3608 BOOL use_vshader = use_vs(state);
3609 BOOL use_pshader = use_ps(state);
3614 if (!context->last_was_pshader)
3616 /* Former draw without a pixel shader, some samplers may be
3617 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3618 * make sure to enable them. */
3619 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3621 if (!isStateDirty(context, STATE_SAMPLER(i)))
3622 sampler(context, state, STATE_SAMPLER(i));
3624 context->last_was_pshader = TRUE;
3628 /* Otherwise all samplers were activated by the code above in
3629 * earlier draws, or by sampler() if a different texture was
3630 * bound. I don't have to do anything. */
3635 /* Disabled the pixel shader - color ops weren't applied while it was
3636 * enabled, so re-apply them. */
3637 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3639 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3640 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3642 context->last_was_pshader = FALSE;
3645 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3647 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3649 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3650 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3654 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3656 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3657 const struct wined3d_shader *ps = state->pixel_shader;
3659 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3661 /* The pixel shader has to know the bump env matrix. Do a constants
3662 * update if it isn't scheduled anyway. */
3663 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3664 && !isStateDirty(context, STATE_PIXELSHADER))
3665 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3669 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3671 /* This function is called by transform_view below if the view matrix was changed too
3673 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3674 * does not always update the world matrix, only on a switch between transformed
3675 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3676 * draw, but that should be rather rare and cheaper in total.
3678 glMatrixMode(GL_MODELVIEW);
3679 checkGLcall("glMatrixMode");
3681 if(context->last_was_rhw) {
3683 checkGLcall("glLoadIdentity()");
3687 /* In the general case, the view matrix is the identity matrix */
3688 if (context->swapchain->device->view_ident)
3690 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3691 checkGLcall("glLoadMatrixf");
3695 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3696 checkGLcall("glLoadMatrixf");
3697 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3698 checkGLcall("glMultMatrixf");
3703 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3705 UINT index = state_id - STATE_CLIPPLANE(0);
3707 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3712 glMatrixMode(GL_MODELVIEW);
3715 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3717 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3719 /* with vertex shaders, clip planes are not transformed in direct3d,
3720 * in OpenGL they are still transformed by the model view.
3724 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3725 state->clip_planes[index][0],
3726 state->clip_planes[index][1],
3727 state->clip_planes[index][2],
3728 state->clip_planes[index][3]);
3729 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3730 checkGLcall("glClipPlane");
3735 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3737 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3739 TRACE("Setting world matrix %d\n", matrix);
3741 if (matrix >= context->gl_info->limits.blends)
3743 WARN("Unsupported blend matrix set\n");
3745 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3749 /* GL_MODELVIEW0_ARB: 0x1700
3750 * GL_MODELVIEW1_ARB: 0x850a
3751 * GL_MODELVIEW2_ARB: 0x8722
3752 * GL_MODELVIEW3_ARB: 0x8723
3754 * GL_MODELVIEW31_ARB: 0x873F
3756 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3757 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3759 glMatrixMode(glMat);
3760 checkGLcall("glMatrixMode(glMat)");
3762 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3763 * matrices while gl uses only 2. To avoid weighting the view matrix
3764 * incorrectly it has to be multiplied into every GL modelview matrix. */
3765 if (context->swapchain->device->view_ident)
3767 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3768 checkGLcall("glLoadMatrixf");
3772 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3773 checkGLcall("glLoadMatrixf");
3774 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3775 checkGLcall("glMultMatrixf");
3779 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3781 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3782 static unsigned int once;
3784 if (f == WINED3DVBF_DISABLE) return;
3786 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3787 else WARN("Vertex blend flags %#x not supported.\n", f);
3790 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3792 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3793 struct wined3d_device *device = context->swapchain->device;
3794 const struct wined3d_gl_info *gl_info = context->gl_info;
3795 static unsigned int once;
3798 case WINED3DVBF_1WEIGHTS:
3799 case WINED3DVBF_2WEIGHTS:
3800 case WINED3DVBF_3WEIGHTS:
3801 glEnable(GL_VERTEX_BLEND_ARB);
3802 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3804 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3805 * This is enabled at context creation with enabling
3806 * GL_WEIGHT_SUM_UNITY_ARB. */
3807 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3809 if (!device->vertexBlendUsed)
3812 for (i = 1; i < gl_info->limits.blends; ++i)
3814 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3815 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3817 device->vertexBlendUsed = TRUE;
3821 case WINED3DVBF_TWEENING:
3822 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3823 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3824 else WARN("Vertex blend flags %#x not supported.\n", val);
3826 case WINED3DVBF_DISABLE:
3827 glDisable(GL_VERTEX_BLEND_ARB);
3828 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3833 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3835 const struct wined3d_gl_info *gl_info = context->gl_info;
3836 const struct wined3d_light_info *light = NULL;
3839 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3840 * NOTE: We have to reset the positions even if the light/plane is not currently
3841 * enabled, since the call to enable it will not reset the position.
3842 * NOTE2: Apparently texture transforms do NOT need reapplying
3845 glMatrixMode(GL_MODELVIEW);
3846 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3847 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3848 checkGLcall("glLoadMatrixf(...)");
3850 /* Reset lights. TODO: Call light apply func */
3851 for (k = 0; k < gl_info->limits.lights; ++k)
3853 if (!(light = state->lights[k]))
3855 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3856 checkGLcall("glLightfv posn");
3857 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3858 checkGLcall("glLightfv dirn");
3861 /* Reset Clipping Planes */
3862 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3864 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3865 clipplane(context, state, STATE_CLIPPLANE(k));
3868 if(context->last_was_rhw) {
3870 checkGLcall("glLoadIdentity()");
3871 /* No need to update the world matrix, the identity is fine */
3875 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3876 * No need to do it here if the state is scheduled for update. */
3877 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3878 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3880 /* Avoid looping over a number of matrices if the app never used the functionality */
3881 if (context->swapchain->device->vertexBlendUsed)
3883 for (k = 1; k < gl_info->limits.blends; ++k)
3885 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3886 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3891 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3893 glMatrixMode(GL_PROJECTION);
3894 checkGLcall("glMatrixMode(GL_PROJECTION)");
3896 checkGLcall("glLoadIdentity");
3898 if (context->last_was_rhw)
3900 double x = state->viewport.X;
3901 double y = state->viewport.Y;
3902 double w = state->viewport.Width;
3903 double h = state->viewport.Height;
3905 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3906 if (context->render_offscreen)
3907 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3909 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3910 checkGLcall("glOrtho");
3912 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3913 * render everything upside down when rendering offscreen. */
3914 if (context->render_offscreen)
3916 glScalef(1.0f, -1.0f, 1.0f);
3917 checkGLcall("glScalef");
3920 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3921 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3922 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3926 /* The rule is that the window coordinate 0 does not correspond to the
3927 beginning of the first pixel, but the center of the first pixel.
3928 As a consequence if you want to correctly draw one line exactly from
3929 the left to the right end of the viewport (with all matrices set to
3930 be identity), the x coords of both ends of the line would be not
3931 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3934 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3935 divide by the Width/Height, so we need the half range(1.0) to translate by
3938 The other fun is that d3d's output z range after the transformation is [0;1],
3939 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3940 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3941 of Z buffer precision and the clear values do not match in the z test. Thus scale
3942 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3946 * Careful with the order of operations here, we're essentially working backwards:
3948 * y = (y - 1/h) * flip;
3952 * glTranslatef(0.0, 0.0, -1.0);
3953 * glScalef(1.0, 1.0, 2.0);
3955 * glScalef(1.0, flip, 1.0);
3956 * glTranslatef(1/w, -1/h, 0.0);
3958 * This is equivalent to:
3959 * glTranslatef(1/w, -flip/h, -1.0)
3960 * glScalef(1.0, flip, 2.0);
3963 /* Translate by slightly less than a half pixel to force a top-left
3964 * filling convention. We want the difference to be large enough that
3965 * it doesn't get lost due to rounding inside the driver, but small
3966 * enough to prevent it from interfering with any anti-aliasing. */
3967 GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
3968 GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
3970 if (context->render_offscreen)
3972 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3973 * render everything upside down when rendering offscreen. */
3974 glTranslatef(xoffset, -yoffset, -1.0f);
3975 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3976 glScalef(1.0f, -1.0f, 2.0f);
3978 glTranslatef(xoffset, yoffset, -1.0f);
3979 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3980 glScalef(1.0f, 1.0f, 2.0f);
3982 checkGLcall("glScalef");
3984 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3985 checkGLcall("glLoadMatrixf");
3989 /* This should match any arrays loaded in load_vertex_data.
3990 * TODO: Only load / unload arrays if we have to. */
3991 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3993 glDisableClientState(GL_VERTEX_ARRAY);
3994 glDisableClientState(GL_NORMAL_ARRAY);
3995 glDisableClientState(GL_COLOR_ARRAY);
3996 if (gl_info->supported[EXT_SECONDARY_COLOR])
3998 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4000 if (gl_info->supported[ARB_VERTEX_BLEND])
4002 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4004 unload_tex_coords(gl_info);
4007 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4009 const struct wined3d_gl_info *gl_info = context->gl_info;
4011 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4012 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4014 context->numbered_array_mask &= ~(1 << i);
4017 /* This should match any arrays loaded in loadNumberedArrays
4018 * TODO: Only load / unload arrays if we have to. */
4019 static void unload_numbered_arrays(struct wined3d_context *context)
4021 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4022 GLint maxAttribs = 16;
4025 /* Leave all the attribs disabled */
4026 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4027 /* MESA does not support it right not */
4028 if (glGetError() != GL_NO_ERROR)
4030 for (i = 0; i < maxAttribs; ++i) {
4031 unload_numbered_array(context, i);
4035 static void load_numbered_arrays(struct wined3d_context *context,
4036 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4038 struct wined3d_device *device = context->swapchain->device;
4039 const struct wined3d_gl_info *gl_info = context->gl_info;
4040 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4043 /* Default to no instancing */
4044 device->instancedDraw = FALSE;
4046 for (i = 0; i < MAX_ATTRIBS; i++)
4048 const struct wined3d_stream_state *stream;
4050 if (!(stream_info->use_map & (1 << i)))
4052 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4056 stream = &state->streams[stream_info->elements[i].stream_idx];
4058 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4059 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4061 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4062 device->instancedDraw = TRUE;
4066 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4068 if (stream_info->elements[i].stride)
4070 if (curVBO != stream_info->elements[i].data.buffer_object)
4072 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4073 checkGLcall("glBindBufferARB");
4074 curVBO = stream_info->elements[i].data.buffer_object;
4076 /* Use the VBO to find out if a vertex buffer exists, not the vb
4077 * pointer. vb can point to a user pointer data blob. In that case
4078 * curVBO will be 0. If there is a vertex buffer but no vbo we
4079 * won't be load converted attributes anyway. */
4080 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4081 stream_info->elements[i].format->gl_vtx_type,
4082 stream_info->elements[i].format->gl_normalized,
4083 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4084 + state->load_base_vertex_index * stream_info->elements[i].stride));
4086 if (!(context->numbered_array_mask & (1 << i)))
4088 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4089 context->numbered_array_mask |= (1 << i);
4094 /* Stride = 0 means always the same values.
4095 * glVertexAttribPointerARB doesn't do that. Instead disable the
4096 * pointer and set up the attribute statically. But we have to
4097 * figure out the system memory address. */
4098 const BYTE *ptr = stream_info->elements[i].data.addr;
4099 if (stream_info->elements[i].data.buffer_object)
4101 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4104 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4106 switch (stream_info->elements[i].format->id)
4108 case WINED3DFMT_R32_FLOAT:
4109 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4111 case WINED3DFMT_R32G32_FLOAT:
4112 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4114 case WINED3DFMT_R32G32B32_FLOAT:
4115 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4117 case WINED3DFMT_R32G32B32A32_FLOAT:
4118 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4121 case WINED3DFMT_R8G8B8A8_UINT:
4122 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4124 case WINED3DFMT_B8G8R8A8_UNORM:
4125 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4127 const DWORD *src = (const DWORD *)ptr;
4128 DWORD c = *src & 0xff00ff00;
4129 c |= (*src & 0xff0000) >> 16;
4130 c |= (*src & 0xff) << 16;
4131 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4134 /* else fallthrough */
4135 case WINED3DFMT_R8G8B8A8_UNORM:
4136 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4139 case WINED3DFMT_R16G16_SINT:
4140 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4142 case WINED3DFMT_R16G16B16A16_SINT:
4143 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4146 case WINED3DFMT_R16G16_SNORM:
4148 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4149 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4152 case WINED3DFMT_R16G16_UNORM:
4154 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4155 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4158 case WINED3DFMT_R16G16B16A16_SNORM:
4159 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4161 case WINED3DFMT_R16G16B16A16_UNORM:
4162 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4165 case WINED3DFMT_R10G10B10A2_UINT:
4166 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4167 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4169 case WINED3DFMT_R10G10B10A2_SNORM:
4170 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4171 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4174 case WINED3DFMT_R16G16_FLOAT:
4175 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4176 * byte float according to the IEEE standard
4178 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4180 case WINED3DFMT_R16G16B16A16_FLOAT:
4181 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4185 ERR("Unexpected declaration in stride 0 attributes\n");
4191 checkGLcall("Loading numbered arrays");
4194 static void load_vertex_data(const struct wined3d_context *context,
4195 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4197 struct wined3d_device *device = context->swapchain->device;
4198 const struct wined3d_gl_info *gl_info = context->gl_info;
4199 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4200 const struct wined3d_stream_info_element *e;
4202 TRACE("Using fast vertex array code\n");
4204 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4205 device->instancedDraw = FALSE;
4207 /* Blend Data ---------------------------------------------- */
4208 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4209 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4211 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4213 if (gl_info->supported[ARB_VERTEX_BLEND])
4215 TRACE("Blend %u %p %u\n", e->format->component_count,
4216 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4218 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4219 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4221 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4223 if (curVBO != e->data.buffer_object)
4225 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4226 checkGLcall("glBindBufferARB");
4227 curVBO = e->data.buffer_object;
4230 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4231 e->format->gl_vtx_format,
4232 e->format->gl_vtx_type,
4234 e->data.addr + state->load_base_vertex_index * e->stride);
4235 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4236 e->data.addr + state->load_base_vertex_index * e->stride));
4238 checkGLcall("glWeightPointerARB");
4240 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4245 FIXME("blendMatrixIndices support\n");
4250 /* TODO: support blends in drawStridedSlow
4251 * No need to write a FIXME here, this is done after the general vertex decl decoding
4253 WARN("unsupported blending in openGl\n");
4258 if (gl_info->supported[ARB_VERTEX_BLEND])
4260 static const GLbyte one = 1;
4261 GL_EXTCALL(glWeightbvARB(1, &one));
4262 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4266 /* Point Size ----------------------------------------------*/
4267 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4269 /* no such functionality in the fixed function GL pipeline */
4270 TRACE("Cannot change ptSize here in openGl\n");
4271 /* TODO: Implement this function in using shaders if they are available */
4274 /* Vertex Pointers -----------------------------------------*/
4275 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4277 e = &si->elements[WINED3D_FFP_POSITION];
4279 if (curVBO != e->data.buffer_object)
4281 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4282 checkGLcall("glBindBufferARB");
4283 curVBO = e->data.buffer_object;
4286 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4287 handling for rhw mode should not impact screen position whereas in GL it does.
4288 This may result in very slightly distorted textures in rhw mode.
4289 There's always the other option of fixing the view matrix to
4290 prevent w from having any effect.
4292 This only applies to user pointer sources, in VBOs the vertices are fixed up
4294 if (!e->data.buffer_object)
4296 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4297 e->data.addr + state->load_base_vertex_index * e->stride);
4298 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4299 e->data.addr + state->load_base_vertex_index * e->stride);
4303 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4304 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4305 e->data.addr + state->load_base_vertex_index * e->stride);
4306 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4307 e->data.addr + state->load_base_vertex_index * e->stride);
4309 checkGLcall("glVertexPointer(...)");
4310 glEnableClientState(GL_VERTEX_ARRAY);
4311 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4314 /* Normals -------------------------------------------------*/
4315 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4317 e = &si->elements[WINED3D_FFP_NORMAL];
4319 if (curVBO != e->data.buffer_object)
4321 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4322 checkGLcall("glBindBufferARB");
4323 curVBO = e->data.buffer_object;
4326 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4327 e->data.addr + state->load_base_vertex_index * e->stride);
4328 glNormalPointer(e->format->gl_vtx_type, e->stride,
4329 e->data.addr + state->load_base_vertex_index * e->stride);
4330 checkGLcall("glNormalPointer(...)");
4331 glEnableClientState(GL_NORMAL_ARRAY);
4332 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4335 glNormal3f(0, 0, 0);
4336 checkGLcall("glNormal3f(0, 0, 0)");
4339 /* Diffuse Colour --------------------------------------------*/
4340 /* WARNING: Data here MUST be in RGBA format, so cannot */
4341 /* go directly into fast mode from app pgm, because */
4342 /* directx requires data in BGRA format. */
4343 /* currently fixupVertices swizzles the format, but this isn't*/
4344 /* very practical when using VBOs */
4345 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4346 /* , or the user doesn't care and wants the speed advantage */
4348 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4350 e = &si->elements[WINED3D_FFP_DIFFUSE];
4352 if (curVBO != e->data.buffer_object)
4354 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4355 checkGLcall("glBindBufferARB");
4356 curVBO = e->data.buffer_object;
4359 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4360 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4361 e->data.addr + state->load_base_vertex_index * e->stride);
4362 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4363 e->data.addr + state->load_base_vertex_index * e->stride);
4364 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4365 glEnableClientState(GL_COLOR_ARRAY);
4366 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4369 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4370 checkGLcall("glColor4f(1, 1, 1, 1)");
4373 /* Specular Colour ------------------------------------------*/
4374 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4376 TRACE("setting specular colour\n");
4378 e = &si->elements[WINED3D_FFP_SPECULAR];
4380 if (gl_info->supported[EXT_SECONDARY_COLOR])
4382 GLenum type = e->format->gl_vtx_type;
4383 GLint format = e->format->gl_vtx_format;
4385 if (curVBO != e->data.buffer_object)
4387 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4388 checkGLcall("glBindBufferARB");
4389 curVBO = e->data.buffer_object;
4392 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4394 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4395 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4396 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4397 * 4 component secondary colors use it
4399 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4400 e->data.addr + state->load_base_vertex_index * e->stride);
4401 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4402 e->data.addr + state->load_base_vertex_index * e->stride));
4403 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4409 case GL_UNSIGNED_BYTE:
4410 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4411 e->data.addr + state->load_base_vertex_index * e->stride);
4412 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4413 e->data.addr + state->load_base_vertex_index * e->stride));
4414 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4418 FIXME("Add 4 component specular color pointers for type %x\n", type);
4419 /* Make sure that the right color component is dropped */
4420 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4421 e->data.addr + state->load_base_vertex_index * e->stride);
4422 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4423 e->data.addr + state->load_base_vertex_index * e->stride));
4424 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4427 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4428 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4432 WARN("Specular colour is not supported in this GL implementation.\n");
4437 if (gl_info->supported[EXT_SECONDARY_COLOR])
4439 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4440 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4444 WARN("Specular colour is not supported in this GL implementation.\n");
4448 /* Texture coords -------------------------------------------*/
4449 load_tex_coords(context, si, &curVBO, state);
4452 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4454 const struct wined3d_device *device = context->swapchain->device;
4455 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4456 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4458 if (isStateDirty(context, STATE_VDECL)) return;
4459 if (context->numberedArraysLoaded && !load_numbered)
4461 unload_numbered_arrays(context);
4462 context->numberedArraysLoaded = FALSE;
4463 context->numbered_array_mask = 0;
4465 else if (context->namedArraysLoaded)
4467 unload_vertex_data(context->gl_info);
4468 context->namedArraysLoaded = FALSE;
4473 TRACE("Loading numbered arrays\n");
4474 load_numbered_arrays(context, &device->strided_streams, state);
4475 context->numberedArraysLoaded = TRUE;
4477 else if (load_named)
4479 TRACE("Loading vertex data\n");
4480 load_vertex_data(context, &device->strided_streams, state);
4481 context->namedArraysLoaded = TRUE;
4485 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4487 if (isStateDirty(context, STATE_STREAMSRC))
4489 streamsrc(context, state, STATE_STREAMSRC);
4492 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4494 const struct wined3d_device *device = context->swapchain->device;
4495 const struct wined3d_gl_info *gl_info = context->gl_info;
4496 BOOL useVertexShaderFunction = use_vs(state);
4497 BOOL usePixelShaderFunction = use_ps(state);
4498 BOOL updateFog = FALSE;
4500 BOOL wasrhw = context->last_was_rhw;
4503 transformed = device->strided_streams.position_transformed;
4504 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4507 context->last_was_rhw = transformed;
4509 /* Don't have to apply the matrices when vertex shaders are used. When
4510 * vshaders are turned off this function will be called again anyway to
4511 * make sure they're properly set. */
4512 if (!useVertexShaderFunction)
4514 /* TODO: Move this mainly to the viewport state and only apply when
4515 * the vp has changed or transformed / untransformed was switched. */
4516 if (wasrhw != context->last_was_rhw
4517 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4518 && !isStateDirty(context, STATE_VIEWPORT))
4519 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4520 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4523 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4524 * this check will fail and the matrix not applied again. This is OK because a simple
4525 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4526 * needs of the vertex declaration.
4528 * World and view matrix go into the same gl matrix, so only apply them when neither is
4531 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4532 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4533 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4534 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4535 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4536 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4537 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4539 if (context->last_was_vshader)
4543 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4544 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4546 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4548 clipplane(context, state, STATE_CLIPPLANE(i));
4551 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4552 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4556 if(!context->last_was_vshader) {
4557 static BOOL warned = FALSE;
4558 if(!device->vs_clipping) {
4559 /* Disable all clip planes to get defined results on all drivers. See comment in the
4560 * state_clipping state handler
4562 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4564 glDisable(GL_CLIP_PLANE0 + i);
4565 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4568 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4570 FIXME("Clipping not supported with vertex shaders\n");
4576 /* Apply the transform matrices when switching from rhw
4577 * drawing to vertex shaders. Vertex shaders themselves do
4578 * not need it, but the matrices are not reapplied
4579 * automatically when switching back from vertex shaders to
4580 * fixed function processing. So make sure we leave the fixed
4581 * function vertex processing states back in a sane state
4582 * before switching to shaders. */
4583 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4584 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4585 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4586 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4590 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4591 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4592 * device->vs_clipping is false.
4594 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4596 clipplane(context, state, STATE_CLIPPLANE(i));
4601 /* Vertex and pixel shaders are applied together, so let the last dirty
4602 * state do the application. */
4603 if (!isStateDirty(context, STATE_PIXELSHADER))
4605 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4607 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4608 && (useVertexShaderFunction || usePixelShaderFunction))
4609 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4612 context->last_was_vshader = useVertexShaderFunction;
4615 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4617 if (!useVertexShaderFunction)
4621 for (i = 0; i < MAX_TEXTURES; ++i)
4623 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4624 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4629 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4631 const struct wined3d_surface *target = state->fb->render_targets[0];
4632 WINED3DVIEWPORT vp = state->viewport;
4634 if (vp.Width > target->resource.width)
4635 vp.Width = target->resource.width;
4636 if (vp.Height > target->resource.height)
4637 vp.Height = target->resource.height;
4639 glDepthRange(vp.MinZ, vp.MaxZ);
4640 checkGLcall("glDepthRange");
4641 /* Note: GL requires lower left, DirectX supplies upper left. This is
4642 * reversed when using offscreen rendering. */
4643 if (context->render_offscreen)
4645 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4651 target->get_drawable_size(context, &width, &height);
4652 glViewport(vp.X, (height - (vp.Y + vp.Height)),
4653 vp.Width, vp.Height);
4656 checkGLcall("glViewport");
4659 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4661 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4662 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4663 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4664 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4665 /* Update the position fixup. */
4666 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4667 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4670 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4672 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4673 const struct wined3d_light_info *lightInfo = state->lights[Index];
4677 glDisable(GL_LIGHT0 + Index);
4678 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4683 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4685 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4686 glMatrixMode(GL_MODELVIEW);
4688 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4691 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4692 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4693 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4694 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4695 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4696 checkGLcall("glLightfv");
4699 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4700 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4701 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4702 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4703 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4704 checkGLcall("glLightfv");
4707 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4708 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4709 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4710 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4711 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4712 checkGLcall("glLightfv");
4714 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4715 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4717 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4720 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4721 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4722 * Attenuation0 to NaN and crashes in the gl lib
4725 switch (lightInfo->OriginalParms.Type) {
4726 case WINED3DLIGHT_POINT:
4728 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4729 checkGLcall("glLightfv");
4730 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4731 checkGLcall("glLightf");
4732 /* Attenuation - Are these right? guessing... */
4733 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4734 checkGLcall("glLightf");
4735 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4736 checkGLcall("glLightf");
4737 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4738 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4739 checkGLcall("glLightf");
4743 case WINED3DLIGHT_SPOT:
4745 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4746 checkGLcall("glLightfv");
4748 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4749 checkGLcall("glLightfv");
4750 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4751 checkGLcall("glLightf");
4752 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4753 checkGLcall("glLightf");
4754 /* Attenuation - Are these right? guessing... */
4755 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4756 checkGLcall("glLightf");
4757 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4758 checkGLcall("glLightf");
4759 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4760 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4761 checkGLcall("glLightf");
4765 case WINED3DLIGHT_DIRECTIONAL:
4767 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4768 checkGLcall("glLightfv");
4769 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4770 checkGLcall("glLightf");
4771 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4772 checkGLcall("glLightf");
4776 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4779 /* Restore the modelview matrix */
4782 glEnable(GL_LIGHT0 + Index);
4783 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4787 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4789 const RECT *r = &state->scissor_rect;
4791 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4792 * so our viewport correction does not apply. Warning2: Even in windowed
4793 * mode the coords are relative to the window, not the screen. */
4794 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4796 if (context->render_offscreen)
4798 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4802 const struct wined3d_surface *target = state->fb->render_targets[0];
4806 target->get_drawable_size(context, &width, &height);
4807 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4809 checkGLcall("glScissor");
4812 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4814 const struct wined3d_gl_info *gl_info = context->gl_info;
4816 if (state->user_stream || !state->index_buffer)
4818 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4822 struct wined3d_buffer *ib = state->index_buffer;
4823 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4827 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4829 if (context->render_offscreen)
4831 glFrontFace(GL_CCW);
4832 checkGLcall("glFrontFace(GL_CCW)");
4835 checkGLcall("glFrontFace(GL_CW)");
4839 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4845 WARN("Point sprite coordinate origin switching not supported.\n");
4850 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4852 const struct wined3d_gl_info *gl_info = context->gl_info;
4853 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4855 if (glPointParameteri)
4857 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4858 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4860 else if (gl_info->supported[NV_POINT_SPRITE])
4862 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4863 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4867 const struct StateEntryTemplate misc_state_template[] = {
4868 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4871 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4879 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4880 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4881 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4882 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4883 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4885 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4886 * vshader loadings are untied from each other
4888 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4889 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4940 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4941 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4978 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5014 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5016 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5020 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5022 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5026 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5028 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5030 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5032 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5040 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5044 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5045 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5047 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5048 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5049 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5050 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5051 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5052 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5053 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5054 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5055 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5056 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5057 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5058 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5059 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5060 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5063 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5064 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5065 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5066 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5103 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5104 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5105 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5106 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5107 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5108 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5109 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5111 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5112 /* Transform states follow */
5113 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5381 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5382 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5383 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5384 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5385 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5386 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5387 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5400 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5406 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5410 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5413 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5416 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5417 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5418 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5419 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5422 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5423 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5424 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5425 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5426 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5430 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5431 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5432 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5434 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5435 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5436 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5437 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5438 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5439 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5440 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5441 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5442 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5443 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5444 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5445 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5446 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5447 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5448 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5449 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5450 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5451 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5452 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5453 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5454 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5455 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5456 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5457 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5458 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5461 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5462 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5543 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5545 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5546 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5547 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5548 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5551 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5553 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5554 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5556 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5557 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5558 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5559 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5560 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5563 /* Context activation and GL locking are done by the caller. */
5564 static void ffp_enable(BOOL enable) {}
5566 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5568 caps->PrimitiveMiscCaps = 0;
5569 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5570 | WINED3DTEXOPCAPS_ADDSIGNED
5571 | WINED3DTEXOPCAPS_ADDSIGNED2X
5572 | WINED3DTEXOPCAPS_MODULATE
5573 | WINED3DTEXOPCAPS_MODULATE2X
5574 | WINED3DTEXOPCAPS_MODULATE4X
5575 | WINED3DTEXOPCAPS_SELECTARG1
5576 | WINED3DTEXOPCAPS_SELECTARG2
5577 | WINED3DTEXOPCAPS_DISABLE;
5579 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5580 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5581 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5583 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5584 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5585 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5586 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5587 | WINED3DTEXOPCAPS_LERP
5588 | WINED3DTEXOPCAPS_SUBTRACT;
5590 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5591 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5593 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5594 | WINED3DTEXOPCAPS_MULTIPLYADD
5595 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5596 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5597 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5599 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5600 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5602 caps->MaxTextureBlendStages = gl_info->limits.textures;
5603 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5606 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5607 static void ffp_fragment_free(struct wined3d_device *device) {}
5608 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5612 TRACE("Checking support for fixup:\n");
5613 dump_color_fixup_desc(fixup);
5616 /* We only support identity conversions. */
5617 if (is_identity_fixup(fixup))
5623 TRACE("[FAILED]\n");
5627 const struct fragment_pipeline ffp_fragment_pipeline = {
5629 ffp_fragment_get_caps,
5632 ffp_color_fixup_supported,
5633 ffp_fragmentstate_template,
5634 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5637 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5640 for(i = 0; funcs[i]; i++);
5644 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5646 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5647 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5650 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5652 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5653 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5654 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5657 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5659 unsigned int start, last, i;
5661 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5662 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5663 for (i = start; i <= last; ++i)
5665 state_table[i].representative = 0;
5666 state_table[i].apply = state_undefined;
5669 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5670 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5671 for (i = start; i <= last; ++i)
5673 state_table[i].representative = 0;
5674 state_table[i].apply = state_undefined;
5677 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5678 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5679 for (i = start; i <= last; ++i)
5681 state_table[i].representative = 0;
5682 state_table[i].apply = state_undefined;
5686 static void validate_state_table(struct StateEntry *state_table)
5708 static const DWORD simple_states[] =
5714 STATE_VERTEXSHADERCONSTANT,
5715 STATE_PIXELSHADERCONSTANT,
5721 STATE_POINTSPRITECOORDORIGIN,
5722 STATE_BASEVERTEXINDEX,
5725 unsigned int i, current;
5727 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5729 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5731 if (!state_table[i].representative)
5732 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5734 else if (state_table[i].representative)
5735 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5737 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5740 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5742 if (!state_table[simple_states[i]].representative)
5743 ERR("State %s (%#x) should have a representative.\n",
5744 debug_d3dstate(simple_states[i]), simple_states[i]);
5747 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5749 DWORD rep = state_table[i].representative;
5752 if (state_table[rep].representative != rep)
5754 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5755 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5756 state_table[i].representative = 0;
5761 if (state_table[i].apply)
5762 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5764 else if (!state_table[i].apply)
5766 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5772 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5773 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5774 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5776 unsigned int i, type, handlers;
5777 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5778 const struct StateEntryTemplate *cur;
5779 BOOL set[STATE_HIGHEST + 1];
5781 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5783 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5784 StateTable[i].representative = 0;
5785 StateTable[i].apply = state_undefined;
5788 for(type = 0; type < 3; type++) {
5789 /* This switch decides the order in which the states are applied */
5791 case 0: cur = misc; break;
5792 case 1: cur = fragment->states; break;
5793 case 2: cur = vertex; break;
5794 default: cur = NULL; /* Stupid compiler */
5798 /* GL extension filtering should not prevent multiple handlers being applied from different
5801 memset(set, 0, sizeof(set));
5803 for(i = 0; cur[i].state; i++) {
5804 APPLYSTATEFUNC *funcs_array;
5806 /* Only use the first matching state with the available extension from one template.
5808 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5809 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5811 * if GL_XYZ_fancy is supported, ignore the 2nd line
5813 if(set[cur[i].state]) continue;
5814 /* Skip state lines depending on unsupported extensions */
5815 if (!gl_info->supported[cur[i].extension]) continue;
5816 set[cur[i].state] = TRUE;
5817 /* In some cases having an extension means that nothing has to be
5818 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5819 * supported, the texture coordinate fixup can be ignored. If the
5820 * apply function is used, mark the state set(done above) to prevent
5821 * applying later lines, but do not record anything in the state
5824 if (!cur[i].content.representative) continue;
5826 handlers = num_handlers(multistate_funcs[cur[i].state]);
5827 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5830 StateTable[cur[i].state].apply = cur[i].content.apply;
5833 StateTable[cur[i].state].apply = multistate_apply_2;
5834 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5836 sizeof(**dev_multistate_funcs) * 2);
5837 if (!dev_multistate_funcs[cur[i].state]) {
5841 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5842 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5845 StateTable[cur[i].state].apply = multistate_apply_3;
5846 funcs_array = HeapReAlloc(GetProcessHeap(),
5848 dev_multistate_funcs[cur[i].state],
5849 sizeof(**dev_multistate_funcs) * 3);
5854 dev_multistate_funcs[cur[i].state] = funcs_array;
5855 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5858 ERR("Unexpected amount of state handlers for state %u: %u\n",
5859 cur[i].state, handlers + 1);
5862 if(StateTable[cur[i].state].representative &&
5863 StateTable[cur[i].state].representative != cur[i].content.representative) {
5864 FIXME("State %u has different representatives in different pipeline parts\n",
5867 StateTable[cur[i].state].representative = cur[i].content.representative;
5871 prune_invalid_states(StateTable, gl_info);
5872 validate_state_table(StateTable);
5877 for (i = 0; i <= STATE_HIGHEST; ++i) {
5878 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5881 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5883 return E_OUTOFMEMORY;