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, device->StateTable[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 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1945 #if defined (GL_VERSION_1_3)
1946 # define useext(A) A
1947 #elif defined (GL_EXT_texture_env_combine)
1948 # define useext(A) A##_EXT
1949 #elif defined (GL_ARB_texture_env_combine)
1950 # define useext(A) A##_ARB
1953 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1954 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1955 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1956 * flag specifies the complement of the input should be used. */
1957 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1958 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1960 /* Calculate the operand */
1962 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1963 else *operand = GL_ONE_MINUS_SRC_COLOR;
1965 if (from_alpha) *operand = GL_SRC_ALPHA;
1966 else *operand = GL_SRC_COLOR;
1969 /* Calculate the source */
1970 switch (arg & WINED3DTA_SELECTMASK) {
1971 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1972 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1973 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1974 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1975 case WINED3DTA_SPECULAR:
1977 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1978 * 'Secondary color' and isn't supported until base GL supports it
1979 * There is no concept of temp registers as far as I can tell
1981 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1982 *source = GL_TEXTURE;
1985 FIXME("Unrecognized texture arg %#x\n", arg);
1986 *source = GL_TEXTURE;
1991 /* Setup the texture operations texture stage states */
1992 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1993 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1995 GLenum src1, src2, src3;
1996 GLenum opr1, opr2, opr3;
1998 GLenum src0_target, src1_target, src2_target;
1999 GLenum opr0_target, opr1_target, opr2_target;
2001 GLenum opr=0, invopr, src3_target, opr3_target;
2002 BOOL Handled = FALSE;
2004 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2006 /* This is called by a state handler which has the gl lock held and a context for the thread */
2008 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2009 the form (a1 <operation> a2). However, some of the more complex operations
2010 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2011 in a third parameter called a0. Therefore these are operations of the form
2012 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2014 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2015 functions below, expect their syntax to differ slightly to those listed in the
2016 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2017 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2020 comb_target = useext(GL_COMBINE_ALPHA);
2021 src0_target = useext(GL_SOURCE0_ALPHA);
2022 src1_target = useext(GL_SOURCE1_ALPHA);
2023 src2_target = useext(GL_SOURCE2_ALPHA);
2024 opr0_target = useext(GL_OPERAND0_ALPHA);
2025 opr1_target = useext(GL_OPERAND1_ALPHA);
2026 opr2_target = useext(GL_OPERAND2_ALPHA);
2027 scal_target = GL_ALPHA_SCALE;
2030 comb_target = useext(GL_COMBINE_RGB);
2031 src0_target = useext(GL_SOURCE0_RGB);
2032 src1_target = useext(GL_SOURCE1_RGB);
2033 src2_target = useext(GL_SOURCE2_RGB);
2034 opr0_target = useext(GL_OPERAND0_RGB);
2035 opr1_target = useext(GL_OPERAND1_RGB);
2036 opr2_target = useext(GL_OPERAND2_RGB);
2037 scal_target = useext(GL_RGB_SCALE);
2040 /* If a texture stage references an invalid texture unit the stage just
2041 * passes through the result from the previous stage */
2042 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2044 arg1 = WINED3DTA_CURRENT;
2045 op = WINED3DTOP_SELECTARG1;
2048 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2050 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2052 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2054 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2055 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2057 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2059 Handled = TRUE; /* Assume will be handled */
2061 /* Other texture operations require special extensions: */
2062 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2066 invopr = GL_ONE_MINUS_SRC_ALPHA;
2067 src3_target = GL_SOURCE3_ALPHA_NV;
2068 opr3_target = GL_OPERAND3_ALPHA_NV;
2071 invopr = GL_ONE_MINUS_SRC_COLOR;
2072 src3_target = GL_SOURCE3_RGB_NV;
2073 opr3_target = GL_OPERAND3_RGB_NV;
2076 case WINED3DTOP_DISABLE: /* Only for alpha */
2077 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2078 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2079 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2080 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2081 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2082 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2083 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2084 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2085 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2086 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2087 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2088 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2089 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2090 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2091 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2092 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2093 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2094 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2096 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2097 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2098 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2099 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2100 if (op == WINED3DTOP_SELECTARG1) {
2101 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2102 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2103 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2104 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2106 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2107 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2108 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2109 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2111 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2112 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2113 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2114 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2115 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2116 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2117 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2118 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2119 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2120 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2121 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2122 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2125 case WINED3DTOP_MODULATE:
2126 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2127 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2128 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2129 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2130 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2131 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2132 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2133 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2134 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2135 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2136 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2137 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2138 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2139 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2140 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2141 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2142 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2143 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2144 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2145 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2147 case WINED3DTOP_MODULATE2X:
2148 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2149 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2150 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2151 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2152 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2153 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2154 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2155 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2156 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2157 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2158 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2160 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2161 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2162 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2164 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2165 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2166 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2167 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2169 case WINED3DTOP_MODULATE4X:
2170 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2171 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2172 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2173 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2174 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2175 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2176 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2177 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2178 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2179 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2180 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2182 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2183 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2184 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2185 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2186 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2187 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2188 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2189 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2192 case WINED3DTOP_ADD:
2193 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2194 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2195 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2197 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2199 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2200 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2201 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2202 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2203 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2204 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2205 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2207 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2208 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2209 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2210 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2211 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2212 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2215 case WINED3DTOP_ADDSIGNED:
2216 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2217 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2218 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2219 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2220 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2221 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2222 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2223 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2224 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2225 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2226 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2227 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2228 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2229 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2230 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2231 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2232 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2233 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2234 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2235 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2238 case WINED3DTOP_ADDSIGNED2X:
2239 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2240 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2241 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2242 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2243 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2244 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2245 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2246 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2247 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2248 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2249 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2250 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2251 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2252 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2253 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2254 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2255 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2256 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2257 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2258 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2261 case WINED3DTOP_ADDSMOOTH:
2262 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2263 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2264 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2265 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2266 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2267 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2268 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2269 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2270 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2271 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2272 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2273 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2274 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2275 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2276 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2277 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2279 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2280 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2281 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2282 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2284 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2285 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2286 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2287 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2290 case WINED3DTOP_BLENDDIFFUSEALPHA:
2291 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2292 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2293 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2294 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2295 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2296 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2297 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2298 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2299 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2300 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2301 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2302 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2303 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2304 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2305 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2306 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2307 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2308 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2309 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2310 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2312 case WINED3DTOP_BLENDTEXTUREALPHA:
2313 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2314 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2315 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2316 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2317 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2318 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2319 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2320 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2321 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2322 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2323 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2324 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2325 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2326 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2327 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2328 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2329 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2330 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2331 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2332 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2334 case WINED3DTOP_BLENDFACTORALPHA:
2335 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2336 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2337 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2338 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2339 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2340 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2341 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2342 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2343 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2344 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2345 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2346 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2347 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2348 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2349 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2350 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2351 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2352 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2353 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2354 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2356 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2357 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2358 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2359 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2360 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2361 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2362 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2363 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2364 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2365 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2366 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2367 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2368 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2369 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2370 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2371 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2372 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2373 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2374 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2375 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2376 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2378 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2379 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2380 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2381 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2382 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2383 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2384 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2385 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2386 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2387 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2388 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2389 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2390 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2391 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2392 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2393 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2394 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2396 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2397 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2399 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2400 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2401 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2402 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2404 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2405 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2406 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2407 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2408 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2409 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2410 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2411 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2412 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2413 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2414 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2415 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2416 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2418 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2419 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2421 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2422 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2423 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2424 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2425 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2426 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2427 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2428 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2430 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2431 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2432 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2433 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2434 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2435 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2436 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2437 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2438 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2439 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2440 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2441 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2442 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2443 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2444 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2445 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2446 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2448 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2449 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2450 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2451 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2453 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2454 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2455 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2456 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2458 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2459 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2460 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2461 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2462 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2464 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2465 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2466 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2467 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2469 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2470 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2471 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2472 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2473 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2474 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2475 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2476 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2478 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2479 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2481 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2482 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2483 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2484 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2485 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2486 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2487 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2488 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2490 case WINED3DTOP_MULTIPLYADD:
2491 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2492 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2493 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2494 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2495 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2496 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2497 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2498 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2499 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2500 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2501 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2502 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2503 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2504 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2505 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2506 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2507 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2508 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2509 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2510 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2513 case WINED3DTOP_BUMPENVMAP:
2517 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2518 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2524 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2525 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2529 } /* GL_NV_texture_env_combine4 */
2531 Handled = TRUE; /* Again, assume handled */
2533 case WINED3DTOP_DISABLE: /* Only for alpha */
2534 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2535 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2536 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2537 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2538 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2539 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2540 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2541 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2543 case WINED3DTOP_SELECTARG1:
2544 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2545 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2546 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2547 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2548 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2549 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2550 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2551 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2553 case WINED3DTOP_SELECTARG2:
2554 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2555 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2556 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2557 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2558 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2559 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2560 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2561 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2563 case WINED3DTOP_MODULATE:
2564 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2565 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2566 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2567 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2568 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2569 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2570 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2571 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2572 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2573 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2574 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2575 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2577 case WINED3DTOP_MODULATE2X:
2578 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2579 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2580 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2581 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2582 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2583 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2584 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2585 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2586 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2587 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2588 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2589 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2591 case WINED3DTOP_MODULATE4X:
2592 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2593 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2594 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2595 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2596 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2597 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2598 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2599 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2600 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2601 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2602 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2603 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2605 case WINED3DTOP_ADD:
2606 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2607 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2608 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2609 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2610 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2611 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2612 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2613 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2614 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2615 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2616 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2617 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2619 case WINED3DTOP_ADDSIGNED:
2620 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2621 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2622 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2623 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2624 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2625 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2626 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2627 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2628 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2629 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2630 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2631 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2633 case WINED3DTOP_ADDSIGNED2X:
2634 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2635 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2636 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2637 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2638 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2639 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2640 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2641 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2642 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2643 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2644 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2647 case WINED3DTOP_SUBTRACT:
2648 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2650 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2651 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2652 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2653 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2654 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2655 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2656 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2657 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2658 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2659 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2660 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2661 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2663 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2667 case WINED3DTOP_BLENDDIFFUSEALPHA:
2668 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2669 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2670 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2671 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2672 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2673 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2674 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2675 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2676 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2677 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2678 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2679 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2680 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2681 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2682 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2683 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2685 case WINED3DTOP_BLENDTEXTUREALPHA:
2686 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2687 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2688 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2689 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2690 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2691 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2692 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2693 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2694 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2695 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2696 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2697 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2698 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2699 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2700 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2701 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 case WINED3DTOP_BLENDFACTORALPHA:
2704 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2706 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2707 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2708 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2709 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2710 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2711 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2712 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2713 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2714 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2715 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2716 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2717 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2718 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2719 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2721 case WINED3DTOP_BLENDCURRENTALPHA:
2722 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2723 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2724 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2725 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2726 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2727 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2728 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2729 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2730 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2731 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2732 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2733 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2734 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2735 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2736 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2737 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2739 case WINED3DTOP_DOTPRODUCT3:
2740 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2742 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2743 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2745 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2747 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2750 FIXME("This version of opengl does not support GL_DOT3\n");
2752 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2753 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2754 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2755 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2756 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2757 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2758 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2759 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2760 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2761 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2763 case WINED3DTOP_LERP:
2764 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2765 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2766 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2767 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2768 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2769 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2770 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2771 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2772 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2773 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2774 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2775 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2776 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2777 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2778 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2779 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2781 case WINED3DTOP_ADDSMOOTH:
2782 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2784 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2785 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2786 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2787 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2789 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2790 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2791 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2792 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2794 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2795 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2796 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2797 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2798 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2799 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2800 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2801 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2802 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2803 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2804 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2805 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2809 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2810 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2812 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2813 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2814 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2815 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2816 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2817 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2818 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2819 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2820 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2821 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2822 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2823 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2824 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2825 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2826 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2827 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2831 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2832 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2834 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2836 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2839 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2840 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2841 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2842 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2844 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2845 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2846 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2847 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2848 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2849 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2850 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2851 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2852 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2853 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2854 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2855 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2860 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2862 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2863 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2864 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2865 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2866 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2867 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2868 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2869 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2871 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2872 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2873 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2874 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2876 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2877 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2878 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2879 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2880 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2881 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2882 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2883 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2887 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2888 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2890 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2891 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2892 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2893 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2895 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2896 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2897 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2898 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2900 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2901 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2902 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2903 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2904 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2905 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2906 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2907 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2908 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2909 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2910 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2911 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2915 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2916 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2918 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2919 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2920 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2921 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2923 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2924 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2925 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2926 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2928 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2929 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2930 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2931 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2933 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2934 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2935 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2936 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2938 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2939 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2940 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2941 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2942 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2943 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2944 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2945 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2949 case WINED3DTOP_MULTIPLYADD:
2950 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2952 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2953 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2954 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2955 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2956 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2957 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2958 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2959 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2960 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2961 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2962 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2963 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2964 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2965 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2966 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2967 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2971 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2972 case WINED3DTOP_BUMPENVMAP:
2973 if (gl_info->supported[NV_TEXTURE_SHADER2])
2975 /* Technically texture shader support without register combiners is possible, but not expected to occur
2976 * on real world cards, so for now a fixme should be enough
2978 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2985 BOOL combineOK = TRUE;
2986 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2991 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2993 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2995 /* Note: If COMBINE4 in effect can't go back to combine! */
2997 case WINED3DTOP_ADDSMOOTH:
2998 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2999 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3000 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3001 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3002 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3003 case WINED3DTOP_MULTIPLYADD:
3004 /* Ignore those implemented in both cases */
3006 case WINED3DTOP_SELECTARG1:
3007 case WINED3DTOP_SELECTARG2:
3012 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3019 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3020 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3026 /* After all the extensions, if still unhandled, report fixme */
3027 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3031 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3033 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3034 const struct wined3d_device *device = context->swapchain->device;
3035 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3036 DWORD mapped_stage = device->texUnitMap[stage];
3037 const struct wined3d_gl_info *gl_info = context->gl_info;
3039 TRACE("Setting color op for stage %d\n", stage);
3041 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3042 if (use_ps(state)) return;
3044 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3046 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3048 if (tex_used && mapped_stage >= gl_info->limits.textures)
3050 FIXME("Attempt to enable unsupported stage!\n");
3053 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3054 checkGLcall("glActiveTextureARB");
3057 if (stage >= state->lowest_disabled_stage)
3059 TRACE("Stage disabled\n");
3060 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3062 /* Disable everything here */
3063 glDisable(GL_TEXTURE_2D);
3064 checkGLcall("glDisable(GL_TEXTURE_2D)");
3065 glDisable(GL_TEXTURE_3D);
3066 checkGLcall("glDisable(GL_TEXTURE_3D)");
3067 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3069 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3070 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3072 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3074 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3075 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3082 /* The sampler will also activate the correct texture dimensions, so no
3083 * need to do it here if the sampler for this stage is dirty. */
3084 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3085 texture_activate_dimensions(state->textures[stage], gl_info);
3087 set_tex_op(gl_info, state, FALSE, stage,
3088 state->texture_states[stage][WINED3DTSS_COLOROP],
3089 state->texture_states[stage][WINED3DTSS_COLORARG1],
3090 state->texture_states[stage][WINED3DTSS_COLORARG2],
3091 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3094 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3096 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3097 const struct wined3d_device *device = context->swapchain->device;
3098 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3099 DWORD mapped_stage = device->texUnitMap[stage];
3100 const struct wined3d_gl_info *gl_info = context->gl_info;
3101 DWORD op, arg1, arg2, arg0;
3103 TRACE("Setting alpha op for stage %d\n", stage);
3104 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3105 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3107 if (tex_used && mapped_stage >= gl_info->limits.textures)
3109 FIXME("Attempt to enable unsupported stage!\n");
3112 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3113 checkGLcall("glActiveTextureARB");
3116 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3117 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3118 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3119 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3121 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3123 struct wined3d_texture *texture = state->textures[0];
3124 GLenum texture_dimensions = texture->target;
3126 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3128 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3130 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3132 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3133 * properly. On the other hand applications can still use texture combiners apparently. This code
3134 * takes care that apps cannot remove the texture's alpha channel entirely.
3136 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3137 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3138 * and alpha component of diffuse color to draw things like translucent text and perform other
3141 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3142 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3143 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3144 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3145 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3146 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3147 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3148 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3149 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3152 * What to do with multitexturing? So far no app has been found that uses color keying with
3154 if (op == WINED3DTOP_DISABLE)
3156 arg1 = WINED3DTA_TEXTURE;
3157 op = WINED3DTOP_SELECTARG1;
3159 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3161 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3163 arg2 = WINED3DTA_TEXTURE;
3164 op = WINED3DTOP_MODULATE;
3166 else arg1 = WINED3DTA_TEXTURE;
3168 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3170 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3172 arg1 = WINED3DTA_TEXTURE;
3173 op = WINED3DTOP_MODULATE;
3175 else arg2 = WINED3DTA_TEXTURE;
3181 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3182 * this if block here, and the other code(color keying, texture unit selection) are the same
3184 TRACE("Setting alpha op for stage %d\n", stage);
3185 if (gl_info->supported[NV_REGISTER_COMBINERS])
3187 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3188 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3192 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3196 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3198 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3199 const struct wined3d_device *device = context->swapchain->device;
3200 const struct wined3d_gl_info *gl_info = context->gl_info;
3201 DWORD mapped_stage = device->texUnitMap[texUnit];
3205 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3206 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3208 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3212 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3213 if (mapped_stage >= gl_info->limits.textures) return;
3215 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3216 checkGLcall("glActiveTextureARB");
3217 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3218 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3220 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3221 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3222 generated, context->last_was_rhw,
3223 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3224 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3225 : WINED3DFMT_UNKNOWN,
3226 device->frag_pipe->ffp_proj_control);
3228 /* The sampler applying function calls us if this changes */
3229 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3232 FIXME("Non-power2 texture being used with generated texture coords\n");
3234 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3235 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3238 TRACE("Non power two matrix multiply fixup\n");
3239 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3244 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3246 unsigned int texture_idx;
3248 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3250 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3251 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3255 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3256 GLuint *curVBO, const struct wined3d_state *state)
3258 const struct wined3d_device *device = context->swapchain->device;
3259 const struct wined3d_gl_info *gl_info = context->gl_info;
3260 unsigned int mapped_stage = 0;
3261 unsigned int textureNo = 0;
3263 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3265 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3267 mapped_stage = device->texUnitMap[textureNo];
3268 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3270 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3272 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3274 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3275 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3277 if (*curVBO != e->data.buffer_object)
3279 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3280 checkGLcall("glBindBufferARB");
3281 *curVBO = e->data.buffer_object;
3284 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3285 checkGLcall("glClientActiveTextureARB");
3287 /* The coords to supply depend completely on the fvf / vertex shader */
3288 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3289 e->data.addr + state->load_base_vertex_index * e->stride);
3290 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3294 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3297 if (gl_info->supported[NV_REGISTER_COMBINERS])
3299 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3300 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3302 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3306 checkGLcall("loadTexCoords");
3309 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3311 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3312 const struct wined3d_device *device = context->swapchain->device;
3313 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3314 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3315 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3316 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3317 const struct wined3d_gl_info *gl_info = context->gl_info;
3318 DWORD mapped_stage = device->texUnitMap[stage];
3320 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3322 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3326 if (mapped_stage >= gl_info->limits.fragment_samplers)
3328 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3331 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3332 checkGLcall("glActiveTextureARB");
3334 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3336 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3337 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3338 * means use the vertex position (camera-space) as the input texture coordinates
3339 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3340 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3341 * to the TEXCOORDINDEX value
3343 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3345 case WINED3DTSS_TCI_PASSTHRU:
3346 /* Use the specified texture coordinates contained within the
3347 * vertex format. This value resolves to zero. */
3348 glDisable(GL_TEXTURE_GEN_S);
3349 glDisable(GL_TEXTURE_GEN_T);
3350 glDisable(GL_TEXTURE_GEN_R);
3351 glDisable(GL_TEXTURE_GEN_Q);
3352 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3355 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3356 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3357 * as the input texture coordinates for this stage's texture transformation. This
3358 * equates roughly to EYE_LINEAR */
3360 glMatrixMode(GL_MODELVIEW);
3363 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3364 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3365 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3366 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3368 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3370 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3371 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3372 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3373 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3375 glEnable(GL_TEXTURE_GEN_S);
3376 glEnable(GL_TEXTURE_GEN_T);
3377 glEnable(GL_TEXTURE_GEN_R);
3378 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3382 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3383 /* Note that NV_TEXGEN_REFLECTION support is implied when
3384 * ARB_TEXTURE_CUBE_MAP is supported */
3385 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3387 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3391 glMatrixMode(GL_MODELVIEW);
3394 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3395 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3396 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3397 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3399 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3401 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3402 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3403 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3404 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3406 glEnable(GL_TEXTURE_GEN_S);
3407 glEnable(GL_TEXTURE_GEN_T);
3408 glEnable(GL_TEXTURE_GEN_R);
3409 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3413 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3414 /* Note that NV_TEXGEN_REFLECTION support is implied when
3415 * ARB_TEXTURE_CUBE_MAP is supported */
3416 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3418 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3422 glMatrixMode(GL_MODELVIEW);
3425 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3426 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3427 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3428 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3430 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3432 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3433 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3434 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3435 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3437 glEnable(GL_TEXTURE_GEN_S);
3438 glEnable(GL_TEXTURE_GEN_T);
3439 glEnable(GL_TEXTURE_GEN_R);
3440 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3444 case WINED3DTSS_TCI_SPHEREMAP:
3445 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3446 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3447 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3449 glEnable(GL_TEXTURE_GEN_S);
3450 glEnable(GL_TEXTURE_GEN_T);
3451 glDisable(GL_TEXTURE_GEN_R);
3452 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3457 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3458 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3459 glDisable(GL_TEXTURE_GEN_S);
3460 glDisable(GL_TEXTURE_GEN_T);
3461 glDisable(GL_TEXTURE_GEN_R);
3462 glDisable(GL_TEXTURE_GEN_Q);
3463 checkGLcall("Disable texgen.");
3468 /* Update the texture matrix. */
3469 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3470 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3472 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3473 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3474 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3475 * and do all the things linked to it
3476 * TODO: Tidy that up to reload only the arrays of the changed unit
3478 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3480 unload_tex_coords(gl_info);
3481 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3485 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3487 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3488 const struct wined3d_shader *ps = state->pixel_shader;
3490 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3492 /* The pixel shader has to know the luminance scale. Do a constants
3493 * update if it isn't scheduled anyway. */
3494 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3495 && !isStateDirty(context, STATE_PIXELSHADER))
3496 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3500 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3502 const DWORD sampler = state_id - STATE_SAMPLER(0);
3503 const struct wined3d_texture *texture = state->textures[sampler];
3505 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3507 if(!texture) return;
3508 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3509 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3510 * scaling is reapplied or removed, the texture matrix has to be reapplied
3512 * The mapped stage is already active because the sampler() function below, which is part of the
3515 if (sampler < MAX_TEXTURES)
3517 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3519 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3521 const struct wined3d_device *device = context->swapchain->device;
3524 context->lastWasPow2Texture |= 1 << sampler;
3526 context->lastWasPow2Texture &= ~(1 << sampler);
3528 transform_texture(context, state,
3529 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3534 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3536 const struct wined3d_device *device = context->swapchain->device;
3537 DWORD sampler = state_id - STATE_SAMPLER(0);
3538 DWORD mapped_stage = device->texUnitMap[sampler];
3539 const struct wined3d_gl_info *gl_info = context->gl_info;
3545 TRACE("Sampler: %d\n", sampler);
3546 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3547 * only has to bind textures and set the per texture states
3550 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3552 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3556 if (mapped_stage >= gl_info->limits.combined_samplers)
3560 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3561 checkGLcall("glActiveTextureARB");
3563 if (state->textures[sampler])
3565 struct wined3d_texture *texture = state->textures[sampler];
3566 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3568 texture->texture_ops->texture_bind(texture, gl_info, srgb);
3569 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3571 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3573 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3574 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3575 GL_TEXTURE_LOD_BIAS_EXT,
3577 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3580 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3582 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3584 /* If color keying is enabled update the alpha test, it
3585 * depends on the existence of a color key in stage 0. */
3586 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3590 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3591 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3592 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3594 else if (mapped_stage < gl_info->limits.textures)
3596 if (sampler < state->lowest_disabled_stage)
3598 /* TODO: What should I do with pixel shaders here ??? */
3599 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3601 /* If color keying is enabled update the alpha test, it
3602 * depends on the existence of a color key in stage 0. */
3603 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3605 } /* Otherwise tex_colorop disables the stage */
3606 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3607 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3611 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3613 const struct wined3d_device *device = context->swapchain->device;
3614 BOOL use_vshader = use_vs(state);
3615 BOOL use_pshader = use_ps(state);
3620 if (!context->last_was_pshader)
3622 /* Former draw without a pixel shader, some samplers may be
3623 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3624 * make sure to enable them. */
3625 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3627 if (!isStateDirty(context, STATE_SAMPLER(i)))
3628 sampler(context, state, STATE_SAMPLER(i));
3630 context->last_was_pshader = TRUE;
3634 /* Otherwise all samplers were activated by the code above in
3635 * earlier draws, or by sampler() if a different texture was
3636 * bound. I don't have to do anything. */
3641 /* Disabled the pixel shader - color ops weren't applied while it was
3642 * enabled, so re-apply them. */
3643 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3645 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3646 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3648 context->last_was_pshader = FALSE;
3651 if (!isStateDirty(context, device->StateTable[STATE_VSHADER].representative))
3653 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3655 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3656 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3660 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3662 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3663 const struct wined3d_shader *ps = state->pixel_shader;
3665 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3667 /* The pixel shader has to know the bump env matrix. Do a constants
3668 * update if it isn't scheduled anyway. */
3669 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3670 && !isStateDirty(context, STATE_PIXELSHADER))
3671 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3675 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3677 /* This function is called by transform_view below if the view matrix was changed too
3679 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3680 * does not always update the world matrix, only on a switch between transformed
3681 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3682 * draw, but that should be rather rare and cheaper in total.
3684 glMatrixMode(GL_MODELVIEW);
3685 checkGLcall("glMatrixMode");
3687 if(context->last_was_rhw) {
3689 checkGLcall("glLoadIdentity()");
3693 /* In the general case, the view matrix is the identity matrix */
3694 if (context->swapchain->device->view_ident)
3696 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3697 checkGLcall("glLoadMatrixf");
3701 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3702 checkGLcall("glLoadMatrixf");
3703 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3704 checkGLcall("glMultMatrixf");
3709 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3711 UINT index = state_id - STATE_CLIPPLANE(0);
3713 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3718 glMatrixMode(GL_MODELVIEW);
3721 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3723 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3725 /* with vertex shaders, clip planes are not transformed in direct3d,
3726 * in OpenGL they are still transformed by the model view.
3730 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3731 state->clip_planes[index][0],
3732 state->clip_planes[index][1],
3733 state->clip_planes[index][2],
3734 state->clip_planes[index][3]);
3735 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3736 checkGLcall("glClipPlane");
3741 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3743 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3745 TRACE("Setting world matrix %d\n", matrix);
3747 if (matrix >= context->gl_info->limits.blends)
3749 WARN("Unsupported blend matrix set\n");
3751 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3755 /* GL_MODELVIEW0_ARB: 0x1700
3756 * GL_MODELVIEW1_ARB: 0x850a
3757 * GL_MODELVIEW2_ARB: 0x8722
3758 * GL_MODELVIEW3_ARB: 0x8723
3760 * GL_MODELVIEW31_ARB: 0x873F
3762 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3763 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3765 glMatrixMode(glMat);
3766 checkGLcall("glMatrixMode(glMat)");
3768 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3769 * matrices while gl uses only 2. To avoid weighting the view matrix
3770 * incorrectly it has to be multiplied into every GL modelview matrix. */
3771 if (context->swapchain->device->view_ident)
3773 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3774 checkGLcall("glLoadMatrixf");
3778 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3779 checkGLcall("glLoadMatrixf");
3780 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3781 checkGLcall("glMultMatrixf");
3785 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3787 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3788 static unsigned int once;
3790 if (f == WINED3DVBF_DISABLE) return;
3792 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3793 else WARN("Vertex blend flags %#x not supported.\n", f);
3796 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3798 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3799 struct wined3d_device *device = context->swapchain->device;
3800 const struct wined3d_gl_info *gl_info = context->gl_info;
3801 static unsigned int once;
3804 case WINED3DVBF_1WEIGHTS:
3805 case WINED3DVBF_2WEIGHTS:
3806 case WINED3DVBF_3WEIGHTS:
3807 glEnable(GL_VERTEX_BLEND_ARB);
3808 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3810 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3811 * This is enabled at context creation with enabling
3812 * GL_WEIGHT_SUM_UNITY_ARB. */
3813 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3815 if (!device->vertexBlendUsed)
3818 for (i = 1; i < gl_info->limits.blends; ++i)
3820 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3821 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3823 device->vertexBlendUsed = TRUE;
3827 case WINED3DVBF_TWEENING:
3828 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3829 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3830 else WARN("Vertex blend flags %#x not supported.\n", val);
3832 case WINED3DVBF_DISABLE:
3833 glDisable(GL_VERTEX_BLEND_ARB);
3834 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3839 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3841 const struct wined3d_gl_info *gl_info = context->gl_info;
3842 const struct wined3d_light_info *light = NULL;
3845 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3846 * NOTE: We have to reset the positions even if the light/plane is not currently
3847 * enabled, since the call to enable it will not reset the position.
3848 * NOTE2: Apparently texture transforms do NOT need reapplying
3851 glMatrixMode(GL_MODELVIEW);
3852 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3853 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3854 checkGLcall("glLoadMatrixf(...)");
3856 /* Reset lights. TODO: Call light apply func */
3857 for (k = 0; k < gl_info->limits.lights; ++k)
3859 if (!(light = state->lights[k]))
3861 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3862 checkGLcall("glLightfv posn");
3863 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3864 checkGLcall("glLightfv dirn");
3867 /* Reset Clipping Planes */
3868 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3870 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3871 clipplane(context, state, STATE_CLIPPLANE(k));
3874 if(context->last_was_rhw) {
3876 checkGLcall("glLoadIdentity()");
3877 /* No need to update the world matrix, the identity is fine */
3881 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3882 * No need to do it here if the state is scheduled for update. */
3883 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3884 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3886 /* Avoid looping over a number of matrices if the app never used the functionality */
3887 if (context->swapchain->device->vertexBlendUsed)
3889 for (k = 1; k < gl_info->limits.blends; ++k)
3891 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3892 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3897 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3899 glMatrixMode(GL_PROJECTION);
3900 checkGLcall("glMatrixMode(GL_PROJECTION)");
3902 checkGLcall("glLoadIdentity");
3904 if (context->last_was_rhw)
3906 double x = state->viewport.X;
3907 double y = state->viewport.Y;
3908 double w = state->viewport.Width;
3909 double h = state->viewport.Height;
3911 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3912 if (context->render_offscreen)
3913 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3915 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3916 checkGLcall("glOrtho");
3918 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3919 * render everything upside down when rendering offscreen. */
3920 if (context->render_offscreen)
3922 glScalef(1.0f, -1.0f, 1.0f);
3923 checkGLcall("glScalef");
3926 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3927 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3928 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3932 /* The rule is that the window coordinate 0 does not correspond to the
3933 beginning of the first pixel, but the center of the first pixel.
3934 As a consequence if you want to correctly draw one line exactly from
3935 the left to the right end of the viewport (with all matrices set to
3936 be identity), the x coords of both ends of the line would be not
3937 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3940 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3941 divide by the Width/Height, so we need the half range(1.0) to translate by
3944 The other fun is that d3d's output z range after the transformation is [0;1],
3945 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3946 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3947 of Z buffer precision and the clear values do not match in the z test. Thus scale
3948 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3952 * Careful with the order of operations here, we're essentially working backwards:
3954 * y = (y - 1/h) * flip;
3958 * glTranslatef(0.0, 0.0, -1.0);
3959 * glScalef(1.0, 1.0, 2.0);
3961 * glScalef(1.0, flip, 1.0);
3962 * glTranslatef(1/w, -1/h, 0.0);
3964 * This is equivalent to:
3965 * glTranslatef(1/w, -flip/h, -1.0)
3966 * glScalef(1.0, flip, 2.0);
3969 /* Translate by slightly less than a half pixel to force a top-left
3970 * filling convention. We want the difference to be large enough that
3971 * it doesn't get lost due to rounding inside the driver, but small
3972 * enough to prevent it from interfering with any anti-aliasing. */
3973 GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
3974 GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
3976 if (context->render_offscreen)
3978 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3979 * render everything upside down when rendering offscreen. */
3980 glTranslatef(xoffset, -yoffset, -1.0f);
3981 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3982 glScalef(1.0f, -1.0f, 2.0f);
3984 glTranslatef(xoffset, yoffset, -1.0f);
3985 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3986 glScalef(1.0f, 1.0f, 2.0f);
3988 checkGLcall("glScalef");
3990 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3991 checkGLcall("glLoadMatrixf");
3995 /* This should match any arrays loaded in load_vertex_data.
3996 * TODO: Only load / unload arrays if we have to. */
3997 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3999 glDisableClientState(GL_VERTEX_ARRAY);
4000 glDisableClientState(GL_NORMAL_ARRAY);
4001 glDisableClientState(GL_COLOR_ARRAY);
4002 if (gl_info->supported[EXT_SECONDARY_COLOR])
4004 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4006 if (gl_info->supported[ARB_VERTEX_BLEND])
4008 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4010 unload_tex_coords(gl_info);
4013 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4015 const struct wined3d_gl_info *gl_info = context->gl_info;
4017 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4018 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4020 context->numbered_array_mask &= ~(1 << i);
4023 /* This should match any arrays loaded in loadNumberedArrays
4024 * TODO: Only load / unload arrays if we have to. */
4025 static void unload_numbered_arrays(struct wined3d_context *context)
4027 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4028 GLint maxAttribs = 16;
4031 /* Leave all the attribs disabled */
4032 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4033 /* MESA does not support it right not */
4034 if (glGetError() != GL_NO_ERROR)
4036 for (i = 0; i < maxAttribs; ++i) {
4037 unload_numbered_array(context, i);
4041 static void load_numbered_arrays(struct wined3d_context *context,
4042 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4044 struct wined3d_device *device = context->swapchain->device;
4045 const struct wined3d_gl_info *gl_info = context->gl_info;
4046 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4049 /* Default to no instancing */
4050 device->instancedDraw = FALSE;
4052 for (i = 0; i < MAX_ATTRIBS; i++)
4054 const struct wined3d_stream_state *stream;
4056 if (!(stream_info->use_map & (1 << i)))
4058 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4062 stream = &state->streams[stream_info->elements[i].stream_idx];
4064 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4065 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4067 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4068 device->instancedDraw = TRUE;
4072 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4074 if (stream_info->elements[i].stride)
4076 if (curVBO != stream_info->elements[i].data.buffer_object)
4078 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4079 checkGLcall("glBindBufferARB");
4080 curVBO = stream_info->elements[i].data.buffer_object;
4082 /* Use the VBO to find out if a vertex buffer exists, not the vb
4083 * pointer. vb can point to a user pointer data blob. In that case
4084 * curVBO will be 0. If there is a vertex buffer but no vbo we
4085 * won't be load converted attributes anyway. */
4086 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4087 stream_info->elements[i].format->gl_vtx_type,
4088 stream_info->elements[i].format->gl_normalized,
4089 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4090 + state->load_base_vertex_index * stream_info->elements[i].stride));
4092 if (!(context->numbered_array_mask & (1 << i)))
4094 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4095 context->numbered_array_mask |= (1 << i);
4100 /* Stride = 0 means always the same values.
4101 * glVertexAttribPointerARB doesn't do that. Instead disable the
4102 * pointer and set up the attribute statically. But we have to
4103 * figure out the system memory address. */
4104 const BYTE *ptr = stream_info->elements[i].data.addr;
4105 if (stream_info->elements[i].data.buffer_object)
4107 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4110 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4112 switch (stream_info->elements[i].format->id)
4114 case WINED3DFMT_R32_FLOAT:
4115 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4117 case WINED3DFMT_R32G32_FLOAT:
4118 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4120 case WINED3DFMT_R32G32B32_FLOAT:
4121 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4123 case WINED3DFMT_R32G32B32A32_FLOAT:
4124 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4127 case WINED3DFMT_R8G8B8A8_UINT:
4128 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4130 case WINED3DFMT_B8G8R8A8_UNORM:
4131 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4133 const DWORD *src = (const DWORD *)ptr;
4134 DWORD c = *src & 0xff00ff00;
4135 c |= (*src & 0xff0000) >> 16;
4136 c |= (*src & 0xff) << 16;
4137 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4140 /* else fallthrough */
4141 case WINED3DFMT_R8G8B8A8_UNORM:
4142 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4145 case WINED3DFMT_R16G16_SINT:
4146 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4148 case WINED3DFMT_R16G16B16A16_SINT:
4149 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4152 case WINED3DFMT_R16G16_SNORM:
4154 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4155 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4158 case WINED3DFMT_R16G16_UNORM:
4160 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4161 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4164 case WINED3DFMT_R16G16B16A16_SNORM:
4165 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4167 case WINED3DFMT_R16G16B16A16_UNORM:
4168 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4171 case WINED3DFMT_R10G10B10A2_UINT:
4172 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4173 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4175 case WINED3DFMT_R10G10B10A2_SNORM:
4176 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4177 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4180 case WINED3DFMT_R16G16_FLOAT:
4181 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4182 * byte float according to the IEEE standard
4184 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4186 case WINED3DFMT_R16G16B16A16_FLOAT:
4187 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4191 ERR("Unexpected declaration in stride 0 attributes\n");
4197 checkGLcall("Loading numbered arrays");
4200 static void load_vertex_data(const struct wined3d_context *context,
4201 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4203 struct wined3d_device *device = context->swapchain->device;
4204 const struct wined3d_gl_info *gl_info = context->gl_info;
4205 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4206 const struct wined3d_stream_info_element *e;
4208 TRACE("Using fast vertex array code\n");
4210 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4211 device->instancedDraw = FALSE;
4213 /* Blend Data ---------------------------------------------- */
4214 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4215 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4217 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4219 if (gl_info->supported[ARB_VERTEX_BLEND])
4221 TRACE("Blend %u %p %u\n", e->format->component_count,
4222 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4224 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4225 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4227 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4229 if (curVBO != e->data.buffer_object)
4231 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4232 checkGLcall("glBindBufferARB");
4233 curVBO = e->data.buffer_object;
4236 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4237 e->format->gl_vtx_format,
4238 e->format->gl_vtx_type,
4240 e->data.addr + state->load_base_vertex_index * e->stride);
4241 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4242 e->data.addr + state->load_base_vertex_index * e->stride));
4244 checkGLcall("glWeightPointerARB");
4246 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4251 FIXME("blendMatrixIndices support\n");
4256 /* TODO: support blends in drawStridedSlow
4257 * No need to write a FIXME here, this is done after the general vertex decl decoding
4259 WARN("unsupported blending in openGl\n");
4264 if (gl_info->supported[ARB_VERTEX_BLEND])
4266 static const GLbyte one = 1;
4267 GL_EXTCALL(glWeightbvARB(1, &one));
4268 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4272 /* Point Size ----------------------------------------------*/
4273 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4275 /* no such functionality in the fixed function GL pipeline */
4276 TRACE("Cannot change ptSize here in openGl\n");
4277 /* TODO: Implement this function in using shaders if they are available */
4280 /* Vertex Pointers -----------------------------------------*/
4281 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4283 e = &si->elements[WINED3D_FFP_POSITION];
4285 if (curVBO != e->data.buffer_object)
4287 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4288 checkGLcall("glBindBufferARB");
4289 curVBO = e->data.buffer_object;
4292 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4293 handling for rhw mode should not impact screen position whereas in GL it does.
4294 This may result in very slightly distorted textures in rhw mode.
4295 There's always the other option of fixing the view matrix to
4296 prevent w from having any effect.
4298 This only applies to user pointer sources, in VBOs the vertices are fixed up
4300 if (!e->data.buffer_object)
4302 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4303 e->data.addr + state->load_base_vertex_index * e->stride);
4304 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4305 e->data.addr + state->load_base_vertex_index * e->stride);
4309 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4310 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4311 e->data.addr + state->load_base_vertex_index * e->stride);
4312 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4313 e->data.addr + state->load_base_vertex_index * e->stride);
4315 checkGLcall("glVertexPointer(...)");
4316 glEnableClientState(GL_VERTEX_ARRAY);
4317 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4320 /* Normals -------------------------------------------------*/
4321 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4323 e = &si->elements[WINED3D_FFP_NORMAL];
4325 if (curVBO != e->data.buffer_object)
4327 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4328 checkGLcall("glBindBufferARB");
4329 curVBO = e->data.buffer_object;
4332 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4333 e->data.addr + state->load_base_vertex_index * e->stride);
4334 glNormalPointer(e->format->gl_vtx_type, e->stride,
4335 e->data.addr + state->load_base_vertex_index * e->stride);
4336 checkGLcall("glNormalPointer(...)");
4337 glEnableClientState(GL_NORMAL_ARRAY);
4338 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4341 glNormal3f(0, 0, 0);
4342 checkGLcall("glNormal3f(0, 0, 0)");
4345 /* Diffuse Colour --------------------------------------------*/
4346 /* WARNING: Data here MUST be in RGBA format, so cannot */
4347 /* go directly into fast mode from app pgm, because */
4348 /* directx requires data in BGRA format. */
4349 /* currently fixupVertices swizzles the format, but this isn't*/
4350 /* very practical when using VBOs */
4351 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4352 /* , or the user doesn't care and wants the speed advantage */
4354 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4356 e = &si->elements[WINED3D_FFP_DIFFUSE];
4358 if (curVBO != e->data.buffer_object)
4360 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4361 checkGLcall("glBindBufferARB");
4362 curVBO = e->data.buffer_object;
4365 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4366 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4367 e->data.addr + state->load_base_vertex_index * e->stride);
4368 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4369 e->data.addr + state->load_base_vertex_index * e->stride);
4370 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4371 glEnableClientState(GL_COLOR_ARRAY);
4372 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4375 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4376 checkGLcall("glColor4f(1, 1, 1, 1)");
4379 /* Specular Colour ------------------------------------------*/
4380 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4382 TRACE("setting specular colour\n");
4384 e = &si->elements[WINED3D_FFP_SPECULAR];
4386 if (gl_info->supported[EXT_SECONDARY_COLOR])
4388 GLenum type = e->format->gl_vtx_type;
4389 GLint format = e->format->gl_vtx_format;
4391 if (curVBO != e->data.buffer_object)
4393 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4394 checkGLcall("glBindBufferARB");
4395 curVBO = e->data.buffer_object;
4398 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4400 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4401 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4402 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4403 * 4 component secondary colors use it
4405 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4406 e->data.addr + state->load_base_vertex_index * e->stride);
4407 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4408 e->data.addr + state->load_base_vertex_index * e->stride));
4409 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4415 case GL_UNSIGNED_BYTE:
4416 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4417 e->data.addr + state->load_base_vertex_index * e->stride);
4418 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4419 e->data.addr + state->load_base_vertex_index * e->stride));
4420 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4424 FIXME("Add 4 component specular color pointers for type %x\n", type);
4425 /* Make sure that the right color component is dropped */
4426 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4427 e->data.addr + state->load_base_vertex_index * e->stride);
4428 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4429 e->data.addr + state->load_base_vertex_index * e->stride));
4430 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4433 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4434 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4438 WARN("Specular colour is not supported in this GL implementation.\n");
4443 if (gl_info->supported[EXT_SECONDARY_COLOR])
4445 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4446 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4450 WARN("Specular colour is not supported in this GL implementation.\n");
4454 /* Texture coords -------------------------------------------*/
4455 load_tex_coords(context, si, &curVBO, state);
4458 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4460 const struct wined3d_device *device = context->swapchain->device;
4461 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4462 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4464 if (isStateDirty(context, STATE_VDECL)) return;
4465 if (context->numberedArraysLoaded && !load_numbered)
4467 unload_numbered_arrays(context);
4468 context->numberedArraysLoaded = FALSE;
4469 context->numbered_array_mask = 0;
4471 else if (context->namedArraysLoaded)
4473 unload_vertex_data(context->gl_info);
4474 context->namedArraysLoaded = FALSE;
4479 TRACE("Loading numbered arrays\n");
4480 load_numbered_arrays(context, &device->strided_streams, state);
4481 context->numberedArraysLoaded = TRUE;
4483 else if (load_named)
4485 TRACE("Loading vertex data\n");
4486 load_vertex_data(context, &device->strided_streams, state);
4487 context->namedArraysLoaded = TRUE;
4491 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4493 if (isStateDirty(context, STATE_STREAMSRC))
4495 streamsrc(context, state, STATE_STREAMSRC);
4498 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4500 const struct wined3d_device *device = context->swapchain->device;
4501 const struct wined3d_gl_info *gl_info = context->gl_info;
4502 BOOL useVertexShaderFunction = use_vs(state);
4503 BOOL usePixelShaderFunction = use_ps(state);
4504 BOOL updateFog = FALSE;
4506 BOOL wasrhw = context->last_was_rhw;
4509 transformed = device->strided_streams.position_transformed;
4510 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4513 context->last_was_rhw = transformed;
4515 /* Don't have to apply the matrices when vertex shaders are used. When
4516 * vshaders are turned off this function will be called again anyway to
4517 * make sure they're properly set. */
4518 if (!useVertexShaderFunction)
4520 /* TODO: Move this mainly to the viewport state and only apply when
4521 * the vp has changed or transformed / untransformed was switched. */
4522 if (wasrhw != context->last_was_rhw
4523 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4524 && !isStateDirty(context, STATE_VIEWPORT))
4525 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4526 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4529 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4530 * this check will fail and the matrix not applied again. This is OK because a simple
4531 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4532 * needs of the vertex declaration.
4534 * World and view matrix go into the same gl matrix, so only apply them when neither is
4537 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4538 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4539 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4540 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4541 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4542 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4543 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4545 if (context->last_was_vshader)
4549 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4550 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4552 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4554 clipplane(context, state, STATE_CLIPPLANE(i));
4557 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4558 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4562 if(!context->last_was_vshader) {
4563 static BOOL warned = FALSE;
4564 if(!device->vs_clipping) {
4565 /* Disable all clip planes to get defined results on all drivers. See comment in the
4566 * state_clipping state handler
4568 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4570 glDisable(GL_CLIP_PLANE0 + i);
4571 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4574 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4576 FIXME("Clipping not supported with vertex shaders\n");
4582 /* Apply the transform matrices when switching from rhw
4583 * drawing to vertex shaders. Vertex shaders themselves do
4584 * not need it, but the matrices are not reapplied
4585 * automatically when switching back from vertex shaders to
4586 * fixed function processing. So make sure we leave the fixed
4587 * function vertex processing states back in a sane state
4588 * before switching to shaders. */
4589 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4590 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4591 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4592 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4596 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4597 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4598 * device->vs_clipping is false.
4600 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4602 clipplane(context, state, STATE_CLIPPLANE(i));
4607 /* Vertex and pixel shaders are applied together, so let the last dirty
4608 * state do the application. */
4609 if (!isStateDirty(context, STATE_PIXELSHADER))
4611 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4613 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4614 && (useVertexShaderFunction || usePixelShaderFunction))
4615 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4618 context->last_was_vshader = useVertexShaderFunction;
4621 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4623 if (!useVertexShaderFunction)
4627 for (i = 0; i < MAX_TEXTURES; ++i)
4629 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4630 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4635 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4637 const struct wined3d_surface *target = state->fb->render_targets[0];
4638 WINED3DVIEWPORT vp = state->viewport;
4640 if (vp.Width > target->resource.width)
4641 vp.Width = target->resource.width;
4642 if (vp.Height > target->resource.height)
4643 vp.Height = target->resource.height;
4645 glDepthRange(vp.MinZ, vp.MaxZ);
4646 checkGLcall("glDepthRange");
4647 /* Note: GL requires lower left, DirectX supplies upper left. This is
4648 * reversed when using offscreen rendering. */
4649 if (context->render_offscreen)
4651 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4657 target->get_drawable_size(context, &width, &height);
4658 glViewport(vp.X, (height - (vp.Y + vp.Height)),
4659 vp.Width, vp.Height);
4662 checkGLcall("glViewport");
4665 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4667 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4668 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4669 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4670 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4671 /* Update the position fixup. */
4672 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4673 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4676 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4678 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4679 const struct wined3d_light_info *lightInfo = state->lights[Index];
4683 glDisable(GL_LIGHT0 + Index);
4684 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4689 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4691 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4692 glMatrixMode(GL_MODELVIEW);
4694 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4697 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4698 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4699 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4700 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4701 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4702 checkGLcall("glLightfv");
4705 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4706 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4707 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4708 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4709 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4710 checkGLcall("glLightfv");
4713 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4714 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4715 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4716 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4717 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4718 checkGLcall("glLightfv");
4720 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4721 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4723 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4726 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4727 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4728 * Attenuation0 to NaN and crashes in the gl lib
4731 switch (lightInfo->OriginalParms.Type) {
4732 case WINED3DLIGHT_POINT:
4734 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4735 checkGLcall("glLightfv");
4736 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4737 checkGLcall("glLightf");
4738 /* Attenuation - Are these right? guessing... */
4739 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4740 checkGLcall("glLightf");
4741 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4742 checkGLcall("glLightf");
4743 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4744 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4745 checkGLcall("glLightf");
4749 case WINED3DLIGHT_SPOT:
4751 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4752 checkGLcall("glLightfv");
4754 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4755 checkGLcall("glLightfv");
4756 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4757 checkGLcall("glLightf");
4758 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4759 checkGLcall("glLightf");
4760 /* Attenuation - Are these right? guessing... */
4761 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4762 checkGLcall("glLightf");
4763 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4764 checkGLcall("glLightf");
4765 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4766 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4767 checkGLcall("glLightf");
4771 case WINED3DLIGHT_DIRECTIONAL:
4773 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4774 checkGLcall("glLightfv");
4775 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4776 checkGLcall("glLightf");
4777 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4778 checkGLcall("glLightf");
4782 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4785 /* Restore the modelview matrix */
4788 glEnable(GL_LIGHT0 + Index);
4789 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4793 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4795 const RECT *r = &state->scissor_rect;
4797 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4798 * so our viewport correction does not apply. Warning2: Even in windowed
4799 * mode the coords are relative to the window, not the screen. */
4800 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4802 if (context->render_offscreen)
4804 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4808 const struct wined3d_surface *target = state->fb->render_targets[0];
4812 target->get_drawable_size(context, &width, &height);
4813 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4815 checkGLcall("glScissor");
4818 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4820 const struct wined3d_gl_info *gl_info = context->gl_info;
4822 if (state->user_stream || !state->index_buffer)
4824 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4828 struct wined3d_buffer *ib = state->index_buffer;
4829 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4833 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4835 if (context->render_offscreen)
4837 glFrontFace(GL_CCW);
4838 checkGLcall("glFrontFace(GL_CCW)");
4841 checkGLcall("glFrontFace(GL_CW)");
4845 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4851 WARN("Point sprite coordinate origin switching not supported.\n");
4856 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4858 const struct wined3d_gl_info *gl_info = context->gl_info;
4859 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4861 if (glPointParameteri)
4863 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4864 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4866 else if (gl_info->supported[NV_POINT_SPRITE])
4868 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4869 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4873 const struct StateEntryTemplate misc_state_template[] = {
4874 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4877 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4885 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4886 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4887 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4888 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4889 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4891 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4892 * vshader loadings are untied from each other
4894 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4895 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4946 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4947 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4984 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5020 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5022 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5026 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5028 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5032 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5034 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5036 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5038 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5044 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5045 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5047 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5048 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5049 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5050 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5051 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5052 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5053 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5054 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5055 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5056 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5057 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5058 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5059 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5060 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5061 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5062 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5063 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5064 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5065 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5066 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5069 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5070 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5071 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5072 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5109 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5110 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5111 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5112 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5113 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5114 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5115 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5117 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5118 /* Transform states follow */
5119 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5386 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5387 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5388 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5389 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5390 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5391 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5392 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5393 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5406 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5410 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5413 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5416 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5417 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5418 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5419 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5422 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5423 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5424 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5425 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5426 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5429 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5431 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5432 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5436 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5437 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5438 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5440 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5441 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5442 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5443 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5444 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5445 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5446 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5447 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5448 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5449 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5450 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5451 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5452 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5453 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5454 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5455 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5456 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5457 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5458 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5459 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5460 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5461 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5462 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5463 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5464 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5467 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5468 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5549 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5551 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5552 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5553 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5554 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5555 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5557 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5559 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5560 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5561 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5562 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5563 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5564 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5565 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5566 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5569 /* Context activation and GL locking are done by the caller. */
5570 static void ffp_enable(BOOL enable) {}
5572 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5574 caps->PrimitiveMiscCaps = 0;
5575 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5576 | WINED3DTEXOPCAPS_ADDSIGNED
5577 | WINED3DTEXOPCAPS_ADDSIGNED2X
5578 | WINED3DTEXOPCAPS_MODULATE
5579 | WINED3DTEXOPCAPS_MODULATE2X
5580 | WINED3DTEXOPCAPS_MODULATE4X
5581 | WINED3DTEXOPCAPS_SELECTARG1
5582 | WINED3DTEXOPCAPS_SELECTARG2
5583 | WINED3DTEXOPCAPS_DISABLE;
5585 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5586 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5587 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5589 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5590 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5591 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5592 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5593 | WINED3DTEXOPCAPS_LERP
5594 | WINED3DTEXOPCAPS_SUBTRACT;
5596 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5597 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5599 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5600 | WINED3DTEXOPCAPS_MULTIPLYADD
5601 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5602 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5603 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5605 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5606 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5608 caps->MaxTextureBlendStages = gl_info->limits.textures;
5609 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5612 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5613 static void ffp_fragment_free(struct wined3d_device *device) {}
5614 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5618 TRACE("Checking support for fixup:\n");
5619 dump_color_fixup_desc(fixup);
5622 /* We only support identity conversions. */
5623 if (is_identity_fixup(fixup))
5629 TRACE("[FAILED]\n");
5633 const struct fragment_pipeline ffp_fragment_pipeline = {
5635 ffp_fragment_get_caps,
5638 ffp_color_fixup_supported,
5639 ffp_fragmentstate_template,
5640 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5643 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5646 for(i = 0; funcs[i]; i++);
5650 static void multistate_apply_2(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);
5656 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5658 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5659 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5660 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5663 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5665 unsigned int start, last, i;
5667 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5668 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5669 for (i = start; i <= last; ++i)
5671 state_table[i].representative = 0;
5672 state_table[i].apply = state_undefined;
5675 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5676 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5677 for (i = start; i <= last; ++i)
5679 state_table[i].representative = 0;
5680 state_table[i].apply = state_undefined;
5683 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5684 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5685 for (i = start; i <= last; ++i)
5687 state_table[i].representative = 0;
5688 state_table[i].apply = state_undefined;
5692 static void validate_state_table(struct StateEntry *state_table)
5714 static const DWORD simple_states[] =
5720 STATE_VERTEXSHADERCONSTANT,
5721 STATE_PIXELSHADERCONSTANT,
5727 STATE_POINTSPRITECOORDORIGIN,
5728 STATE_BASEVERTEXINDEX,
5731 unsigned int i, current;
5733 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5735 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5737 if (!state_table[i].representative)
5738 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5740 else if (state_table[i].representative)
5741 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5743 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5746 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5748 if (!state_table[simple_states[i]].representative)
5749 ERR("State %s (%#x) should have a representative.\n",
5750 debug_d3dstate(simple_states[i]), simple_states[i]);
5753 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5755 DWORD rep = state_table[i].representative;
5758 if (state_table[rep].representative != rep)
5760 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5761 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5762 state_table[i].representative = 0;
5767 if (state_table[i].apply)
5768 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5770 else if (!state_table[i].apply)
5772 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5778 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5779 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5780 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5782 unsigned int i, type, handlers;
5783 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5784 const struct StateEntryTemplate *cur;
5785 BOOL set[STATE_HIGHEST + 1];
5787 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5789 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5790 StateTable[i].representative = 0;
5791 StateTable[i].apply = state_undefined;
5794 for(type = 0; type < 3; type++) {
5795 /* This switch decides the order in which the states are applied */
5797 case 0: cur = misc; break;
5798 case 1: cur = fragment->states; break;
5799 case 2: cur = vertex; break;
5800 default: cur = NULL; /* Stupid compiler */
5804 /* GL extension filtering should not prevent multiple handlers being applied from different
5807 memset(set, 0, sizeof(set));
5809 for(i = 0; cur[i].state; i++) {
5810 APPLYSTATEFUNC *funcs_array;
5812 /* Only use the first matching state with the available extension from one template.
5814 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5815 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5817 * if GL_XYZ_fancy is supported, ignore the 2nd line
5819 if(set[cur[i].state]) continue;
5820 /* Skip state lines depending on unsupported extensions */
5821 if (!gl_info->supported[cur[i].extension]) continue;
5822 set[cur[i].state] = TRUE;
5823 /* In some cases having an extension means that nothing has to be
5824 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5825 * supported, the texture coordinate fixup can be ignored. If the
5826 * apply function is used, mark the state set(done above) to prevent
5827 * applying later lines, but do not record anything in the state
5830 if (!cur[i].content.representative) continue;
5832 handlers = num_handlers(multistate_funcs[cur[i].state]);
5833 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5836 StateTable[cur[i].state].apply = cur[i].content.apply;
5839 StateTable[cur[i].state].apply = multistate_apply_2;
5840 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5842 sizeof(**dev_multistate_funcs) * 2);
5843 if (!dev_multistate_funcs[cur[i].state]) {
5847 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5848 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5851 StateTable[cur[i].state].apply = multistate_apply_3;
5852 funcs_array = HeapReAlloc(GetProcessHeap(),
5854 dev_multistate_funcs[cur[i].state],
5855 sizeof(**dev_multistate_funcs) * 3);
5860 dev_multistate_funcs[cur[i].state] = funcs_array;
5861 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5864 ERR("Unexpected amount of state handlers for state %u: %u\n",
5865 cur[i].state, handlers + 1);
5868 if(StateTable[cur[i].state].representative &&
5869 StateTable[cur[i].state].representative != cur[i].content.representative) {
5870 FIXME("State %u has different representatives in different pipeline parts\n",
5873 StateTable[cur[i].state].representative = cur[i].content.representative;
5877 prune_invalid_states(StateTable, gl_info);
5878 validate_state_table(StateTable);
5883 for (i = 0; i <= STATE_HIGHEST; ++i) {
5884 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5887 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5889 return E_OUTOFMEMORY;