2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
42 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
44 ERR("Undefined state.\n");
47 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
52 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
54 WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
57 case WINED3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
61 case WINED3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
65 case WINED3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
76 /* Lighting is not enabled if transformed vertices are drawn
77 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79 * vertex declaration applying function calls this function for updating
82 if(isStateDirty(context, STATE_VDECL)) {
86 if (stateblock->state.render_states[WINED3DRS_LIGHTING]
87 && !stateblock->device->strided_streams.position_transformed)
89 glEnable(GL_LIGHTING);
90 checkGLcall("glEnable GL_LIGHTING");
92 glDisable(GL_LIGHTING);
93 checkGLcall("glDisable GL_LIGHTING");
97 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->depth_stencil)
102 TRACE("No Z buffer - disabling depth test\n");
103 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104 checkGLcall("glDisable GL_DEPTH_TEST");
108 switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
110 case WINED3DZB_FALSE:
111 glDisable(GL_DEPTH_TEST);
112 checkGLcall("glDisable GL_DEPTH_TEST");
115 glEnable(GL_DEPTH_TEST);
116 checkGLcall("glEnable GL_DEPTH_TEST");
119 glEnable(GL_DEPTH_TEST);
120 checkGLcall("glEnable GL_DEPTH_TEST");
121 FIXME("W buffer is not well handled\n");
124 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
125 stateblock->state.render_states[WINED3DRS_ZENABLE]);
129 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
131 /* glFrontFace() is set in context.c at context init and on an
132 * offscreen / onscreen rendering switch. */
133 switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
149 checkGLcall("glCullFace(GL_BACK)");
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
153 stateblock->state.render_states[WINED3DRS_CULLMODE]);
157 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
159 switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
161 case WINED3DSHADE_FLAT:
162 glShadeModel(GL_FLAT);
163 checkGLcall("glShadeModel(GL_FLAT)");
165 case WINED3DSHADE_GOURAUD:
166 glShadeModel(GL_SMOOTH);
167 checkGLcall("glShadeModel(GL_SMOOTH)");
169 case WINED3DSHADE_PHONG:
170 FIXME("WINED3DSHADE_PHONG isn't supported\n");
173 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
174 stateblock->state.render_states[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
180 if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
183 checkGLcall("glEnable GL_DITHER");
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
194 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
195 * If yes, this has to be merged with ZENABLE and ZFUNC. */
196 if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
199 checkGLcall("glDepthMask(1)");
204 checkGLcall("glDepthMask(0)");
208 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
210 GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
212 if (!depth_func) return;
214 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
217 /* There are a few issues with this: First, our inability to
218 * select a proper Z depth, most of the time we're stuck with
219 * D24S8, even if the app selects D32 or D16. There seem to be
220 * some other precision problems which have to be debugged to
221 * make NOTEQUAL and EQUAL work properly. */
225 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
229 glDepthFunc(depth_func);
230 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
236 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
245 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
246 const struct wined3d_gl_info *gl_info = context->gl_info;
247 int srcBlend = GL_ZERO;
248 int dstBlend = GL_ZERO;
250 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
251 * blending parameters to work. */
252 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
253 || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
254 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
256 /* Disable blending in all cases even without pixelshaders.
257 * With blending on we could face a big performance penalty.
258 * The d3d9 visual test confirms the behavior. */
259 if (context->render_offscreen
260 && !(target->resource.format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
263 checkGLcall("glDisable GL_BLEND");
267 checkGLcall("glEnable GL_BLEND");
271 checkGLcall("glDisable GL_BLEND");
272 /* Nothing more to do - get out */
276 switch (stateblock->state.render_states[WINED3DRS_DESTBLEND])
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
285 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
287 /* To compensate the lack of format switching with backbuffer offscreen rendering,
288 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
289 * if the render target doesn't support alpha blending. A nonexistent alpha channel
290 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
292 case WINED3DBLEND_DESTALPHA :
293 dstBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
295 case WINED3DBLEND_INVDESTALPHA :
296 dstBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
299 case WINED3DBLEND_SRCALPHASAT :
300 dstBlend = GL_SRC_ALPHA_SATURATE;
301 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
304 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
305 * values which are still valid up to d3d9. They should not occur as dest blend values
307 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
308 srcBlend = GL_SRC_ALPHA;
309 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
312 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
313 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
314 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
317 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
318 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
320 FIXME("Unrecognized dst blend value %#x.\n",
321 stateblock->state.render_states[WINED3DRS_DESTBLEND]);
324 switch (stateblock->state.render_states[WINED3DRS_SRCBLEND])
326 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
327 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
328 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
329 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
330 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
331 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
332 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
333 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
334 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
336 case WINED3DBLEND_DESTALPHA :
337 srcBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
339 case WINED3DBLEND_INVDESTALPHA :
340 srcBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
343 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
344 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
347 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
348 dstBlend = GL_SRC_ALPHA;
351 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
352 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
354 FIXME("Unrecognized src blend value %#x.\n",
355 stateblock->state.render_states[WINED3DRS_SRCBLEND]);
358 if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
359 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
361 glEnable(GL_LINE_SMOOTH);
362 checkGLcall("glEnable(GL_LINE_SMOOTH)");
363 if(srcBlend != GL_SRC_ALPHA) {
364 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
366 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
367 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
370 glDisable(GL_LINE_SMOOTH);
371 checkGLcall("glDisable(GL_LINE_SMOOTH)");
374 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
375 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
376 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
379 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
381 int srcBlendAlpha = GL_ZERO;
382 int dstBlendAlpha = GL_ZERO;
384 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
385 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
387 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
391 switch (stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA])
393 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
394 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
395 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
396 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
397 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
398 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
399 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
400 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
401 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
402 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
403 case WINED3DBLEND_SRCALPHASAT :
404 dstBlend = GL_SRC_ALPHA_SATURATE;
405 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
407 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
408 * values which are still valid up to d3d9. They should not occur as dest blend values
410 case WINED3DBLEND_BOTHSRCALPHA :
411 dstBlendAlpha = GL_SRC_ALPHA;
412 srcBlendAlpha = GL_SRC_ALPHA;
413 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
415 case WINED3DBLEND_BOTHINVSRCALPHA :
416 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
417 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
418 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
420 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
421 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
423 FIXME("Unrecognized dst blend alpha value %#x.\n",
424 stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA]);
427 switch (stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA])
429 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
430 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
431 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
432 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
433 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
434 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
435 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
436 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
437 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
438 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
439 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
440 case WINED3DBLEND_BOTHSRCALPHA :
441 srcBlendAlpha = GL_SRC_ALPHA;
442 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
444 case WINED3DBLEND_BOTHINVSRCALPHA :
445 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
446 dstBlendAlpha = GL_SRC_ALPHA;
448 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
449 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
451 FIXME("Unrecognized src blend alpha value %#x.\n",
452 stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA]);
455 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
456 checkGLcall("glBlendFuncSeparateEXT");
458 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
459 glBlendFunc(srcBlend, dstBlend);
460 checkGLcall("glBlendFunc");
463 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
464 so it may need updating */
465 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
466 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
469 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
471 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
474 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
476 const struct wined3d_gl_info *gl_info = context->gl_info;
479 TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
480 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
481 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
482 checkGLcall("glBlendColor");
485 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
489 BOOL enable_ckey = FALSE;
491 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
493 /* Find out if the texture on the first stage has a ckey set
494 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
495 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
496 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
497 * in case it finds some texture+colorkeyenable combination which needs extra care.
499 if (stateblock->state.textures[0])
501 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
502 GLenum texture_dimensions = texture->baseTexture.target;
504 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
506 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
508 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
510 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
511 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
512 * surface has alpha bits */
513 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
518 if (enable_ckey || context->last_was_ckey)
519 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
520 context->last_was_ckey = enable_ckey;
522 if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
523 || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
525 glEnable(GL_ALPHA_TEST);
526 checkGLcall("glEnable GL_ALPHA_TEST");
528 glDisable(GL_ALPHA_TEST);
529 checkGLcall("glDisable GL_ALPHA_TEST");
530 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
536 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
538 glParm = GL_NOTEQUAL;
541 ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
542 glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
545 glAlphaFunc(glParm, ref);
546 checkGLcall("glAlphaFunc");
550 static void state_clipping(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
553 const struct wined3d_state *state = &stateblock->state;
554 DWORD enable = 0xFFFFFFFF;
555 DWORD disable = 0x00000000;
557 if (!stateblock->device->vs_clipping && use_vs(state))
559 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
560 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
561 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
562 * of that - don't do anything here and keep them disabled
564 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
566 static BOOL warned = FALSE;
568 FIXME("Clipping not supported with vertex shaders\n");
575 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
576 * of already set values
579 /* If enabling / disabling all
580 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
582 if (state->render_states[WINED3DRS_CLIPPING])
584 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
585 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
586 if (gl_info->supported[ARB_DEPTH_CLAMP])
588 glDisable(GL_DEPTH_CLAMP);
589 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
592 disable = 0xffffffff;
594 if (gl_info->supported[ARB_DEPTH_CLAMP])
596 glEnable(GL_DEPTH_CLAMP);
597 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
601 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
605 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
606 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
607 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
608 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
609 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
610 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
612 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
613 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
614 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
615 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
616 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
617 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
619 /** update clipping status */
622 stateblock->state.clip_status.ClipUnion = 0;
623 stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
627 stateblock->state.clip_status.ClipUnion = 0;
628 stateblock->state.clip_status.ClipIntersection = 0;
632 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
634 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
637 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
639 const struct wined3d_gl_info *gl_info = context->gl_info;
640 int blendEquation = GL_FUNC_ADD;
641 int blendEquationAlpha = GL_FUNC_ADD;
643 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
644 if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
645 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
647 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
651 switch (stateblock->state.render_states[WINED3DRS_BLENDOP])
653 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
654 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
655 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
656 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
657 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
659 FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x.\n",
660 stateblock->state.render_states[WINED3DRS_BLENDOP]);
663 switch (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA])
665 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
666 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
667 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
668 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
669 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
671 FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x\n",
672 stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
675 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
677 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
678 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
679 checkGLcall("glBlendEquationSeparateEXT");
681 TRACE("glBlendEquation(%x)\n", blendEquation);
682 GL_EXTCALL(glBlendEquationEXT(blendEquation));
683 checkGLcall("glBlendEquation");
687 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
689 const struct wined3d_gl_info *gl_info = context->gl_info;
690 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
691 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
692 * specular color. This is wrong:
693 * Separate specular color means the specular colour is maintained separately, whereas
694 * single color means it is merged in. However in both cases they are being used to
696 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
697 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
701 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
702 * Instead, we need to setup the FinalCombiner properly.
704 * The default setup for the FinalCombiner is:
706 * <variable> <input> <mapping> <usage>
707 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
708 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
709 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
710 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
711 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
712 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
713 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
715 * That's pretty much fine as it is, except for variable B, which needs to take
716 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
717 * whether WINED3DRS_SPECULARENABLE is enabled or not.
720 TRACE("Setting specular enable state and materials\n");
721 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
723 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
724 checkGLcall("glMaterialfv");
726 if (stateblock->state.material.Power > gl_info->limits.shininess)
728 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
729 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
730 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
731 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
732 * them, it should be safe to do so without major visual distortions.
734 WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
735 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
739 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
741 checkGLcall("glMaterialf(GL_SHININESS)");
743 if (gl_info->supported[EXT_SECONDARY_COLOR])
745 glEnable(GL_COLOR_SUM_EXT);
749 TRACE("Specular colors cannot be enabled in this version of opengl\n");
751 checkGLcall("glEnable(GL_COLOR_SUM)");
753 if (gl_info->supported[NV_REGISTER_COMBINERS])
755 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
756 checkGLcall("glFinalCombinerInputNV()");
759 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
761 /* for the case of enabled lighting: */
762 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
763 checkGLcall("glMaterialfv");
765 /* for the case of disabled lighting: */
766 if (gl_info->supported[EXT_SECONDARY_COLOR])
768 glDisable(GL_COLOR_SUM_EXT);
772 TRACE("Specular colors cannot be disabled in this version of opengl\n");
774 checkGLcall("glDisable(GL_COLOR_SUM)");
776 if (gl_info->supported[NV_REGISTER_COMBINERS])
778 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
779 checkGLcall("glFinalCombinerInputNV()");
783 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
784 stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
785 stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
786 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
787 stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
788 stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
789 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
790 stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
791 stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
792 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
793 stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
794 stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
796 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
797 checkGLcall("glMaterialfv(GL_AMBIENT)");
798 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
799 checkGLcall("glMaterialfv(GL_DIFFUSE)");
800 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
801 checkGLcall("glMaterialfv(GL_EMISSION)");
804 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
806 const struct wined3d_gl_info *gl_info = context->gl_info;
809 /* Note the texture color applies to all textures whereas
810 * GL_TEXTURE_ENV_COLOR applies to active only
813 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
815 /* And now the default texture color as well */
816 for (i = 0; i < gl_info->limits.texture_stages; ++i)
818 /* Note the WINED3DRS value applies to all textures, but GL has one
819 * per texture, so apply it now ready to be used!
821 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
822 checkGLcall("glActiveTextureARB");
824 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
825 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
829 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
830 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
832 const struct wined3d_gl_info *gl_info = context->gl_info;
834 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
835 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
836 GL_EXTCALL(glActiveStencilFaceEXT(face));
837 checkGLcall("glActiveStencilFaceEXT(...)");
838 glStencilFunc(func, ref, mask);
839 checkGLcall("glStencilFunc(...)");
840 glStencilOp(stencilFail, depthFail, stencilPass);
841 checkGLcall("glStencilOp(...)");
844 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
846 const struct wined3d_gl_info *gl_info = context->gl_info;
847 DWORD onesided_enable = FALSE;
848 DWORD twosided_enable = FALSE;
849 GLint func = GL_ALWAYS;
850 GLint func_ccw = GL_ALWAYS;
853 GLint stencilFail = GL_KEEP;
854 GLint depthFail = GL_KEEP;
855 GLint stencilPass = GL_KEEP;
856 GLint stencilFail_ccw = GL_KEEP;
857 GLint depthFail_ccw = GL_KEEP;
858 GLint stencilPass_ccw = GL_KEEP;
860 /* No stencil test without a stencil buffer. */
861 if (!stateblock->device->depth_stencil)
863 glDisable(GL_STENCIL_TEST);
864 checkGLcall("glDisable GL_STENCIL_TEST");
868 onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
869 twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
870 if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
872 if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
873 func_ccw = GL_ALWAYS;
874 ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
875 mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
876 stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
877 depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
878 stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
879 stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
880 depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
881 stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
883 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
884 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
885 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
886 onesided_enable, twosided_enable, ref, mask,
887 func, stencilFail, depthFail, stencilPass,
888 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
890 if (twosided_enable && onesided_enable) {
891 glEnable(GL_STENCIL_TEST);
892 checkGLcall("glEnable GL_STENCIL_TEST");
894 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
896 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
897 * which has an effect on the code below too. If we apply the front face
898 * afterwards, we are sure that the active stencil face is set to front,
899 * and other stencil functions which do not use two sided stencil do not have
902 renderstate_stencil_twosided(context, GL_BACK,
903 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
904 renderstate_stencil_twosided(context, GL_FRONT,
905 func, ref, mask, stencilFail, depthFail, stencilPass);
907 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
909 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
910 checkGLcall("glStencilFuncSeparateATI(...)");
911 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
912 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
913 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
914 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
916 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
919 else if(onesided_enable)
921 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
923 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
924 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
927 /* This code disables the ATI extension as well, since the standard stencil functions are equal
928 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
930 glEnable(GL_STENCIL_TEST);
931 checkGLcall("glEnable GL_STENCIL_TEST");
932 glStencilFunc(func, ref, mask);
933 checkGLcall("glStencilFunc(...)");
934 glStencilOp(stencilFail, depthFail, stencilPass);
935 checkGLcall("glStencilOp(...)");
937 glDisable(GL_STENCIL_TEST);
938 checkGLcall("glDisable GL_STENCIL_TEST");
942 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
944 DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
945 const struct wined3d_gl_info *gl_info = context->gl_info;
947 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
948 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
950 checkGLcall("glStencilMask");
951 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
952 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
956 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
958 DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
961 checkGLcall("glStencilMask");
964 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
967 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
969 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
971 /* Table fog on: Never use fog coords, and use per-fragment fog */
972 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
974 glHint(GL_FOG_HINT, GL_NICEST);
975 if(context->fog_coord) {
976 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
978 context->fog_coord = FALSE;
983 /* Otherwise use per-vertex fog in any case */
984 glHint(GL_FOG_HINT, GL_FASTEST);
986 if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
988 /* No fog at all, or transformed vertices: Use fog coord */
989 if(!context->fog_coord) {
990 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
991 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
992 context->fog_coord = TRUE;
995 /* Otherwise, use the fragment depth */
996 if(context->fog_coord) {
997 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
998 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
999 context->fog_coord = FALSE;
1004 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1006 float fogstart, fogend;
1012 switch(context->fog_source) {
1018 case FOGSOURCE_COORD:
1024 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
1025 fogstart = tmpvalue.f;
1026 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
1027 fogend = tmpvalue.f;
1028 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
1029 if(fogstart == fogend) {
1030 fogstart = -1.0f / 0.0f;
1036 /* This should not happen.context->fog_source is set in wined3d, not the app.
1037 * Still this is needed to make the compiler happy
1039 ERR("Unexpected fog coordinate source\n");
1044 glFogf(GL_FOG_START, fogstart);
1045 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1046 TRACE("Fog Start == %f\n", fogstart);
1048 glFogf(GL_FOG_END, fogend);
1049 checkGLcall("glFogf(GL_FOG_END, fogend)");
1050 TRACE("Fog End == %f\n", fogend);
1053 void state_fog_fragpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1055 const struct wined3d_state *state = &stateblock->state;
1056 enum fogsource new_source;
1058 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
1060 if (!state->render_states[WINED3DRS_FOGENABLE])
1062 /* No fog? Disable it, and we're done :-) */
1063 glDisableWINE(GL_FOG);
1064 checkGLcall("glDisable GL_FOG");
1070 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1071 * It can use the Z value of the vertex, or the alpha component of the specular color.
1072 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1073 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1074 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1076 * FOGTABLEMODE != NONE:
1077 * The Z value is used, with the equation specified, no matter what vertex type.
1079 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1080 * Per vertex fog is calculated using the specified fog equation and the parameters
1082 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1083 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1084 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1087 * Rules for vertex fog with shaders:
1089 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1090 * the fog computation to happen during transformation while openGL expects it to happen
1091 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1092 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1093 * To solve this problem, WineD3D does:
1094 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1096 * and 2) disables the fog computation (in either the fixed function or programmable
1097 * rasterizer) if using a vertex program.
1099 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1100 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1101 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1102 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1103 * There are some GL differences between specular fog coords and vertex shaders though.
1105 * With table fog the vertex shader fog coordinate is ignored.
1107 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1111 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1112 * the system will apply only pixel(=table) fog effects."
1114 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1118 glFogi(GL_FOG_MODE, GL_LINEAR);
1119 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1120 new_source = FOGSOURCE_VS;
1124 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1126 /* If processed vertices are used, fall through to the NONE case */
1127 case WINED3DFOG_EXP:
1128 if(!context->last_was_rhw) {
1129 glFogi(GL_FOG_MODE, GL_EXP);
1130 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1131 new_source = FOGSOURCE_FFP;
1136 case WINED3DFOG_EXP2:
1137 if(!context->last_was_rhw) {
1138 glFogi(GL_FOG_MODE, GL_EXP2);
1139 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1140 new_source = FOGSOURCE_FFP;
1145 case WINED3DFOG_LINEAR:
1146 if(!context->last_was_rhw) {
1147 glFogi(GL_FOG_MODE, GL_LINEAR);
1148 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1149 new_source = FOGSOURCE_FFP;
1154 case WINED3DFOG_NONE:
1155 /* Both are none? According to msdn the alpha channel of the specular
1156 * color contains a fog factor. Set it in drawStridedSlow.
1157 * Same happens with Vertexfog on transformed vertices
1159 new_source = FOGSOURCE_COORD;
1160 glFogi(GL_FOG_MODE, GL_LINEAR);
1161 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1165 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1166 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1167 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1171 new_source = FOGSOURCE_FFP;
1173 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1175 case WINED3DFOG_EXP:
1176 glFogi(GL_FOG_MODE, GL_EXP);
1177 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1180 case WINED3DFOG_EXP2:
1181 glFogi(GL_FOG_MODE, GL_EXP2);
1182 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1185 case WINED3DFOG_LINEAR:
1186 glFogi(GL_FOG_MODE, GL_LINEAR);
1187 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1190 case WINED3DFOG_NONE: /* Won't happen */
1192 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1193 state->render_states[WINED3DRS_FOGTABLEMODE]);
1197 glEnableWINE(GL_FOG);
1198 checkGLcall("glEnable GL_FOG");
1199 if(new_source != context->fog_source) {
1200 context->fog_source = new_source;
1201 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1205 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1207 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1208 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1211 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1213 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1215 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1216 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1218 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1219 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1223 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1226 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1227 glFogfv(GL_FOG_COLOR, &col[0]);
1228 checkGLcall("glFog GL_FOG_COLOR");
1231 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1237 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1238 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1239 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1242 static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1244 const struct wined3d_state *state = &stateblock->state;
1245 IWineD3DDeviceImpl *device = stateblock->device;
1248 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1249 * The vertex declaration will call this function if the fixed function pipeline is used.
1252 if(isStateDirty(context, STATE_VDECL)) {
1256 context->num_untracked_materials = 0;
1257 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1258 && state->render_states[WINED3DRS_COLORVERTEX])
1260 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1261 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1262 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1263 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1264 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1266 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1268 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1269 Parm = GL_AMBIENT_AND_DIFFUSE;
1272 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1274 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1275 context->num_untracked_materials++;
1277 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1279 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1280 context->num_untracked_materials++;
1283 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1286 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1288 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1289 context->num_untracked_materials++;
1291 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1293 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1294 context->num_untracked_materials++;
1297 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1300 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1302 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1303 context->num_untracked_materials++;
1306 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1312 /* Nothing changed, return. */
1313 if (Parm == context->tracking_parm) return;
1316 glDisable(GL_COLOR_MATERIAL);
1317 checkGLcall("glDisable GL_COLOR_MATERIAL");
1319 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1320 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1321 glEnable(GL_COLOR_MATERIAL);
1322 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1325 /* Apparently calls to glMaterialfv are ignored for properties we're
1326 * tracking with glColorMaterial, so apply those here. */
1327 switch (context->tracking_parm) {
1328 case GL_AMBIENT_AND_DIFFUSE:
1329 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1330 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1331 checkGLcall("glMaterialfv");
1335 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1336 checkGLcall("glMaterialfv");
1340 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1341 checkGLcall("glMaterialfv");
1345 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1346 checkGLcall("glMaterialfv");
1350 /* Only change material color if specular is enabled, otherwise it is set to black */
1351 if (state->render_states[WINED3DRS_SPECULARENABLE])
1353 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1354 checkGLcall("glMaterialfv");
1356 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1357 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1358 checkGLcall("glMaterialfv");
1363 context->tracking_parm = Parm;
1366 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1370 WINED3DLINEPATTERN lp;
1372 tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1374 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1376 if (tmppattern.lp.wRepeatFactor) {
1377 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1378 checkGLcall("glLineStipple(repeat, linepattern)");
1379 glEnable(GL_LINE_STIPPLE);
1380 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1382 glDisable(GL_LINE_STIPPLE);
1383 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1387 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1394 if (stateblock->state.render_states[WINED3DRS_ZBIAS])
1396 tmpvalue.d = stateblock->state.render_states[WINED3DRS_ZBIAS];
1397 TRACE("ZBias value %f\n", tmpvalue.f);
1398 glPolygonOffset(0, -tmpvalue.f);
1399 checkGLcall("glPolygonOffset(0, -Value)");
1400 glEnable(GL_POLYGON_OFFSET_FILL);
1401 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1402 glEnable(GL_POLYGON_OFFSET_LINE);
1403 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1404 glEnable(GL_POLYGON_OFFSET_POINT);
1405 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1407 glDisable(GL_POLYGON_OFFSET_FILL);
1408 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1409 glDisable(GL_POLYGON_OFFSET_LINE);
1410 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1411 glDisable(GL_POLYGON_OFFSET_POINT);
1412 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1417 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1419 if(isStateDirty(context, STATE_VDECL)) {
1422 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1423 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1424 * by zero and is not properly defined in opengl, so avoid it
1426 if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1427 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1429 glEnable(GL_NORMALIZE);
1430 checkGLcall("glEnable(GL_NORMALIZE);");
1432 glDisable(GL_NORMALIZE);
1433 checkGLcall("glDisable(GL_NORMALIZE);");
1437 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1444 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1445 if (tmpvalue.f != 1.0f)
1447 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1449 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1450 if (tmpvalue.f != 64.0f)
1452 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1457 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1459 const struct wined3d_gl_info *gl_info = context->gl_info;
1466 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1467 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1469 /* Max point size trumps min point size */
1474 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1475 checkGLcall("glPointParameterfEXT(...)");
1476 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1477 checkGLcall("glPointParameterfEXT(...)");
1480 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1482 const struct wined3d_gl_info *gl_info = context->gl_info;
1489 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1490 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1492 /* Max point size trumps min point size */
1497 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1498 checkGLcall("glPointParameterfARB(...)");
1499 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1500 checkGLcall("glPointParameterfARB(...)");
1503 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1505 const struct wined3d_gl_info *gl_info = context->gl_info;
1506 /* TODO: Group this with the viewport */
1508 * POINTSCALEENABLE controls how point size value is treated. If set to
1509 * true, the point size is scaled with respect to height of viewport.
1510 * When set to false point size is in pixels.
1513 /* Default values */
1514 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1518 } pointSize, A, B, C;
1520 pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1521 A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1522 B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1523 C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1525 if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1527 GLfloat scaleFactor;
1528 DWORD h = stateblock->state.viewport.Height;
1530 if (pointSize.f < gl_info->limits.pointsize_min)
1532 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1533 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1534 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1535 * are less than 1.0f. scale_factor = 1.0f / point_size.
1537 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1538 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1539 * is 1.0, but then accepts points below that and draws too small points
1541 pointSize.f = gl_info->limits.pointsize_min;
1543 else if(pointSize.f > gl_info->limits.pointsize_max)
1545 /* gl already scales the input to glPointSize,
1546 * d3d scales the result after the point size scale.
1547 * If the point size is bigger than the max size, use the
1548 * scaling to scale it bigger, and set the gl point size to max
1550 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1551 TRACE("scale: %f\n", scaleFactor);
1552 pointSize.f = gl_info->limits.pointsize_max;
1556 scaleFactor = powf(h * scaleFactor, 2);
1558 att[0] = A.f / scaleFactor;
1559 att[1] = B.f / scaleFactor;
1560 att[2] = C.f / scaleFactor;
1563 if (gl_info->supported[ARB_POINT_PARAMETERS])
1565 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1566 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1568 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1570 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1571 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1573 else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1575 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1578 glPointSize(pointSize.f);
1579 checkGLcall("glPointSize(...);");
1582 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1584 WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1587 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1589 DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1590 DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1591 DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1592 DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1594 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1595 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1596 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1597 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1598 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1599 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1600 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1601 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1602 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1603 checkGLcall("glColorMask(...)");
1605 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1606 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1608 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1609 mask0, mask1, mask2, mask3);
1610 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1614 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1616 GL_EXTCALL(glColorMaskIndexedEXT(index,
1617 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1618 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1619 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1620 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1623 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1625 set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1628 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1630 set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1633 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1635 set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1638 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1640 set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1643 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1645 if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1647 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1648 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1650 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1651 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1655 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1657 if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1659 TRACE("Last Pixel Drawing Enabled\n");
1663 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1666 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1671 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1675 /* TODO: NV_POINT_SPRITE */
1676 if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1678 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1679 FIXME("Point sprites not supported\n");
1684 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1686 const struct wined3d_gl_info *gl_info = context->gl_info;
1688 if (stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1692 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1694 if (use_ps(stateblock) || stateblock->state.lowest_disabled_stage > gl_info->limits.point_sprite_units)
1696 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1701 glEnable(GL_POINT_SPRITE_ARB);
1702 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1704 glDisable(GL_POINT_SPRITE_ARB);
1705 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1709 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1712 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1713 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1714 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1715 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1717 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1719 if (stateblock->state.render_states[WINED3DRS_WRAP0]
1720 || stateblock->state.render_states[WINED3DRS_WRAP1]
1721 || stateblock->state.render_states[WINED3DRS_WRAP2]
1722 || stateblock->state.render_states[WINED3DRS_WRAP3]
1723 || stateblock->state.render_states[WINED3DRS_WRAP4]
1724 || stateblock->state.render_states[WINED3DRS_WRAP5]
1725 || stateblock->state.render_states[WINED3DRS_WRAP6]
1726 || stateblock->state.render_states[WINED3DRS_WRAP7]
1727 || stateblock->state.render_states[WINED3DRS_WRAP8]
1728 || stateblock->state.render_states[WINED3DRS_WRAP9]
1729 || stateblock->state.render_states[WINED3DRS_WRAP10]
1730 || stateblock->state.render_states[WINED3DRS_WRAP11]
1731 || stateblock->state.render_states[WINED3DRS_WRAP12]
1732 || stateblock->state.render_states[WINED3DRS_WRAP13]
1733 || stateblock->state.render_states[WINED3DRS_WRAP14]
1734 || stateblock->state.render_states[WINED3DRS_WRAP15])
1736 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1740 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1742 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1743 WARN("Multisample antialiasing not supported by gl\n");
1746 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1748 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1750 glEnable(GL_MULTISAMPLE_ARB);
1751 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1753 glDisable(GL_MULTISAMPLE_ARB);
1754 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1758 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1760 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1762 glEnable(GL_SCISSOR_TEST);
1763 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1765 glDisable(GL_SCISSOR_TEST);
1766 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1770 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1771 * OpenGL the bias is specified in units of "the smallest value that is
1772 * guaranteed to produce a resolvable offset for a given implementation". To
1773 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1774 * There's no practical way to retrieve that value from a given GL
1775 * implementation, but the D3D application has essentially the same problem,
1776 * which makes a guess of 1e-6f seem reasonable here. Note that
1777 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1778 * need to be scaled. */
1779 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1781 if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1782 || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1788 } scale_bias, const_bias;
1790 scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1791 const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1793 glEnable(GL_POLYGON_OFFSET_FILL);
1794 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1796 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1797 checkGLcall("glPolygonOffset(...)");
1799 glDisable(GL_POLYGON_OFFSET_FILL);
1800 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1804 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1806 if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1807 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1810 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1812 if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1814 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1815 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1817 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1818 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1822 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1824 if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1825 FIXME(" Stippled Alpha not supported yet.\n");
1828 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1830 if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1831 FIXME("Antialias not supported yet.\n");
1834 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1836 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1837 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1838 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1841 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1843 if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1844 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1845 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1848 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1856 if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1858 static BOOL displayed = FALSE;
1860 tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1862 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1868 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1870 if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1871 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1872 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1875 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1877 if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1878 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1879 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1882 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1884 if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1885 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1886 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1889 static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1896 const struct wined3d_gl_info *gl_info = context->gl_info;
1898 if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1900 zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1901 zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1903 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1904 * In d3d9 test is not performed in this case*/
1905 if (zmin.f <= zmax.f)
1907 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1908 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1909 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1910 checkGLcall("glDepthBoundsEXT(...)");
1913 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1914 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1918 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1919 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1922 state_tessellation(state, stateblock, context);
1925 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1927 if (stateblock->state.render_states[WINED3DRS_WRAPU])
1928 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1931 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1933 if (stateblock->state.render_states[WINED3DRS_WRAPV])
1934 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1937 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1939 if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1940 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1943 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1945 if (stateblock->state.render_states[WINED3DRS_ROP2])
1946 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1949 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1951 if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1952 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1955 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1957 if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1958 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1961 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1963 if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1964 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1967 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1969 if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1970 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1973 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1975 if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1976 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1979 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1981 if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1982 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1985 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1987 if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1988 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1991 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1993 if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1994 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1997 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1999 if (stateblock->state.render_states[WINED3DRS_EXTENTS])
2000 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
2003 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2005 if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
2006 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
2009 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2011 if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
2012 FIXME("Software vertex processing not implemented.\n");
2015 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
2016 #if defined (GL_VERSION_1_3)
2017 # define useext(A) A
2018 #elif defined (GL_EXT_texture_env_combine)
2019 # define useext(A) A##_EXT
2020 #elif defined (GL_ARB_texture_env_combine)
2021 # define useext(A) A##_ARB
2024 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2025 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2026 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2027 * flag specifies the complement of the input should be used. */
2028 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2029 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2031 /* Calculate the operand */
2033 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2034 else *operand = GL_ONE_MINUS_SRC_COLOR;
2036 if (from_alpha) *operand = GL_SRC_ALPHA;
2037 else *operand = GL_SRC_COLOR;
2040 /* Calculate the source */
2041 switch (arg & WINED3DTA_SELECTMASK) {
2042 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2043 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2044 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2045 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2046 case WINED3DTA_SPECULAR:
2048 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2049 * 'Secondary color' and isn't supported until base GL supports it
2050 * There is no concept of temp registers as far as I can tell
2052 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2053 *source = GL_TEXTURE;
2056 FIXME("Unrecognized texture arg %#x\n", arg);
2057 *source = GL_TEXTURE;
2062 /* Setup the texture operations texture stage states */
2063 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2064 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2066 GLenum src1, src2, src3;
2067 GLenum opr1, opr2, opr3;
2069 GLenum src0_target, src1_target, src2_target;
2070 GLenum opr0_target, opr1_target, opr2_target;
2072 GLenum opr=0, invopr, src3_target, opr3_target;
2073 BOOL Handled = FALSE;
2075 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2077 /* This is called by a state handler which has the gl lock held and a context for the thread */
2079 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2080 the form (a1 <operation> a2). However, some of the more complex operations
2081 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2082 in a third parameter called a0. Therefore these are operations of the form
2083 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2085 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2086 functions below, expect their syntax to differ slightly to those listed in the
2087 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2088 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2091 comb_target = useext(GL_COMBINE_ALPHA);
2092 src0_target = useext(GL_SOURCE0_ALPHA);
2093 src1_target = useext(GL_SOURCE1_ALPHA);
2094 src2_target = useext(GL_SOURCE2_ALPHA);
2095 opr0_target = useext(GL_OPERAND0_ALPHA);
2096 opr1_target = useext(GL_OPERAND1_ALPHA);
2097 opr2_target = useext(GL_OPERAND2_ALPHA);
2098 scal_target = GL_ALPHA_SCALE;
2101 comb_target = useext(GL_COMBINE_RGB);
2102 src0_target = useext(GL_SOURCE0_RGB);
2103 src1_target = useext(GL_SOURCE1_RGB);
2104 src2_target = useext(GL_SOURCE2_RGB);
2105 opr0_target = useext(GL_OPERAND0_RGB);
2106 opr1_target = useext(GL_OPERAND1_RGB);
2107 opr2_target = useext(GL_OPERAND2_RGB);
2108 scal_target = useext(GL_RGB_SCALE);
2111 /* If a texture stage references an invalid texture unit the stage just
2112 * passes through the result from the previous stage */
2113 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2115 arg1 = WINED3DTA_CURRENT;
2116 op = WINED3DTOP_SELECTARG1;
2119 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2121 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2123 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2125 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2126 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2128 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2130 Handled = TRUE; /* Assume will be handled */
2132 /* Other texture operations require special extensions: */
2133 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2137 invopr = GL_ONE_MINUS_SRC_ALPHA;
2138 src3_target = GL_SOURCE3_ALPHA_NV;
2139 opr3_target = GL_OPERAND3_ALPHA_NV;
2142 invopr = GL_ONE_MINUS_SRC_COLOR;
2143 src3_target = GL_SOURCE3_RGB_NV;
2144 opr3_target = GL_OPERAND3_RGB_NV;
2147 case WINED3DTOP_DISABLE: /* Only for alpha */
2148 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2149 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2150 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2151 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2152 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2153 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2154 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2155 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2156 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2157 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2158 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2160 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2161 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
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, opr");
2167 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2168 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2169 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2170 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2171 if (op == WINED3DTOP_SELECTARG1) {
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");
2177 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2178 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2179 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2180 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2182 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2183 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2184 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2185 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2186 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2187 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2188 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2189 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2190 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2191 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2192 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2193 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2196 case WINED3DTOP_MODULATE:
2197 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2198 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2199 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2200 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2201 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2202 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2203 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2204 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2205 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2207 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2208 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2209 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2210 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2211 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2212 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2213 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2214 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2215 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2216 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2218 case WINED3DTOP_MODULATE2X:
2219 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2220 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2221 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2222 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2223 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2224 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2225 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2227 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2229 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2230 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2231 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2232 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2233 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2234 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2235 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2236 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2237 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2238 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2240 case WINED3DTOP_MODULATE4X:
2241 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2242 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2243 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2244 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2245 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2246 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2247 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2248 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2249 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2250 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2251 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2253 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2254 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2255 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2256 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2257 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2258 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2259 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2260 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2263 case WINED3DTOP_ADD:
2264 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2265 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2266 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2267 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2268 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2269 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2270 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2271 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2272 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2273 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2274 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2275 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2276 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2277 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2278 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2279 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2280 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2281 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2282 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2283 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2286 case WINED3DTOP_ADDSIGNED:
2287 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2288 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2289 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2290 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2291 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2292 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2293 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2294 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2295 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2296 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2297 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2298 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2299 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2300 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2301 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2302 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2303 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2304 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2305 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2306 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2309 case WINED3DTOP_ADDSIGNED2X:
2310 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2311 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2312 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2313 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2314 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2315 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2316 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2317 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2318 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2319 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2320 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2321 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2322 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2323 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2324 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2325 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2326 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2327 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2328 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2329 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2332 case WINED3DTOP_ADDSMOOTH:
2333 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2334 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2335 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2336 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2337 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2338 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2339 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2340 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2341 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2342 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2343 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2344 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2345 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2346 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2347 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2350 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2351 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2352 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2353 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2355 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2356 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2357 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2358 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2361 case WINED3DTOP_BLENDDIFFUSEALPHA:
2362 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2363 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2364 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2365 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2366 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2367 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2368 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2369 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2370 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2371 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2372 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2373 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2374 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2375 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2376 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2377 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2378 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2379 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2380 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2381 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2383 case WINED3DTOP_BLENDTEXTUREALPHA:
2384 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2385 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2386 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2388 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2389 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2390 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2391 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2392 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2393 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2394 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2396 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2398 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2399 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2400 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2401 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2402 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2403 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2405 case WINED3DTOP_BLENDFACTORALPHA:
2406 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2407 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2408 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2409 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2410 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2411 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2412 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2413 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2414 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2415 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2416 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2417 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2418 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2419 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2420 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2421 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2422 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2423 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2424 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2425 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2427 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2428 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2430 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2432 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2434 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2435 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2436 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2437 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2438 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2439 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2440 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2441 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2442 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2443 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2444 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2445 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2446 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2447 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2449 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2450 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2451 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2452 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2453 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2454 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2455 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2456 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2457 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2458 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2459 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2460 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2461 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2462 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2463 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2464 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2465 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2467 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2468 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2470 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2471 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2472 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2473 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2475 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2476 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2477 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2478 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2479 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2480 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2481 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2482 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2483 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2484 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2485 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2486 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2487 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2489 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2490 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2492 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2493 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2494 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2495 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2496 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2497 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2498 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2499 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2501 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2502 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2503 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2504 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2505 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2506 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2507 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2508 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2509 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2510 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2511 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2512 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2513 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2514 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2515 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2516 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2517 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2519 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2520 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2521 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2522 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2524 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2525 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2526 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2527 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2529 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2530 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2531 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2532 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2533 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2535 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2536 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2537 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2538 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2540 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2541 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2542 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2543 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2544 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2545 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2546 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2547 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2549 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2550 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2552 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2553 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2554 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2555 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2556 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2557 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2558 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2559 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 case WINED3DTOP_MULTIPLYADD:
2562 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2563 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2564 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2565 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2566 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2567 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2568 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2569 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2570 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2571 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2572 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2573 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2574 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2575 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2576 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2577 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2578 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2579 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2580 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2581 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584 case WINED3DTOP_BUMPENVMAP:
2588 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2589 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2595 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2596 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2600 } /* GL_NV_texture_env_combine4 */
2602 Handled = TRUE; /* Again, assume handled */
2604 case WINED3DTOP_DISABLE: /* Only for alpha */
2605 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2606 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2607 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2608 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2609 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2610 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2611 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2614 case WINED3DTOP_SELECTARG1:
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2621 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2622 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624 case WINED3DTOP_SELECTARG2:
2625 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2627 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2629 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2630 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2631 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2632 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2634 case WINED3DTOP_MODULATE:
2635 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2636 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2637 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2638 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2639 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2640 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2641 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2642 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2643 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2644 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2645 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2646 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2648 case WINED3DTOP_MODULATE2X:
2649 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2650 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2651 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2652 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2653 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2654 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2655 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2656 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2657 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2658 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2659 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2660 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2662 case WINED3DTOP_MODULATE4X:
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2674 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2676 case WINED3DTOP_ADD:
2677 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2678 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2679 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2680 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2681 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2682 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2683 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2684 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2685 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2686 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2687 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2688 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2690 case WINED3DTOP_ADDSIGNED:
2691 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2692 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2693 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2694 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2695 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2696 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2697 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2698 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2699 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2700 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2701 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2704 case WINED3DTOP_ADDSIGNED2X:
2705 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2706 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2707 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2708 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2709 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2710 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2711 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2712 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2713 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2714 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2715 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2716 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2718 case WINED3DTOP_SUBTRACT:
2719 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2721 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2723 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2724 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2725 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2726 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2727 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2728 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2729 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2730 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2731 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2732 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2734 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2738 case WINED3DTOP_BLENDDIFFUSEALPHA:
2739 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2740 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2741 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2742 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2744 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2746 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2747 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2748 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2749 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2750 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2751 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2752 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2753 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2754 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2756 case WINED3DTOP_BLENDTEXTUREALPHA:
2757 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2758 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2759 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2760 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2761 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2762 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2763 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2764 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2765 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2766 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2767 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2768 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2769 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2770 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2771 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2772 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2774 case WINED3DTOP_BLENDFACTORALPHA:
2775 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2776 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2777 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2779 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2780 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2781 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2782 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2783 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2784 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2785 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2786 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2787 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2788 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2789 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2790 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2792 case WINED3DTOP_BLENDCURRENTALPHA:
2793 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2794 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2795 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2797 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2798 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2799 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2800 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2801 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2802 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2803 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2804 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2805 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2806 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2807 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2808 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2810 case WINED3DTOP_DOTPRODUCT3:
2811 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2813 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2814 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2816 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2818 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2819 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2821 FIXME("This version of opengl does not support GL_DOT3\n");
2823 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2824 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2825 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2826 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2827 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2828 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2829 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2830 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2831 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2832 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2834 case WINED3DTOP_LERP:
2835 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2836 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2837 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2838 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2839 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2840 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2841 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2842 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2843 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2844 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2845 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2846 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2847 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2848 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2849 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2850 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2852 case WINED3DTOP_ADDSMOOTH:
2853 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2855 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2857 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2860 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2861 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2862 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2863 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2865 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2866 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2867 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2868 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2869 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2871 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2872 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2873 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2874 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2875 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2876 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2880 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2881 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2883 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2884 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2885 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2886 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2887 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2889 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2891 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2892 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2893 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2894 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2895 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2896 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2897 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2898 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2902 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2903 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2905 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2906 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2907 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2908 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2910 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2911 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2912 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2913 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2915 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2916 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2917 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2918 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2919 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2920 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2921 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2922 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2923 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2924 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2925 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2926 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2930 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2931 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2933 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2934 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2935 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2936 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2937 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2938 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2939 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2940 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2942 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2943 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2944 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2945 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2947 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2948 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2949 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2950 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2951 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2952 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2953 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2954 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2958 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2959 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2961 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2962 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2963 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2964 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2966 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2967 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2968 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2969 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2971 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2972 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2973 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2974 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2975 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2976 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2977 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2978 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2979 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2980 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2981 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2982 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2986 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2987 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2989 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2990 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2991 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2992 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2994 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2995 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2996 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2997 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2999 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3000 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3001 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3002 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3004 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3005 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3006 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3007 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3009 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3010 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3011 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3012 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3013 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3014 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3015 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3016 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3020 case WINED3DTOP_MULTIPLYADD:
3021 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3023 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3024 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3025 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3026 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3027 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3028 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3029 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3030 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3031 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3032 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3033 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3034 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3035 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3036 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3037 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3038 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3042 case WINED3DTOP_BUMPENVMAPLUMINANCE:
3043 case WINED3DTOP_BUMPENVMAP:
3044 if (gl_info->supported[NV_TEXTURE_SHADER2])
3046 /* Technically texture shader support without register combiners is possible, but not expected to occur
3047 * on real world cards, so for now a fixme should be enough
3049 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3056 BOOL combineOK = TRUE;
3057 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3062 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
3064 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
3066 /* Note: If COMBINE4 in effect can't go back to combine! */
3068 case WINED3DTOP_ADDSMOOTH:
3069 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3070 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3071 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3072 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3073 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3074 case WINED3DTOP_MULTIPLYADD:
3075 /* Ignore those implemented in both cases */
3077 case WINED3DTOP_SELECTARG1:
3078 case WINED3DTOP_SELECTARG2:
3083 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3090 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3091 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3097 /* After all the extensions, if still unhandled, report fixme */
3098 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3102 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3104 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3105 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3106 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3107 const struct wined3d_gl_info *gl_info = context->gl_info;
3109 TRACE("Setting color op for stage %d\n", stage);
3111 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3112 if (use_ps(stateblock)) return;
3114 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3116 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3118 if (tex_used && mapped_stage >= gl_info->limits.textures)
3120 FIXME("Attempt to enable unsupported stage!\n");
3123 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3124 checkGLcall("glActiveTextureARB");
3127 if (stage >= stateblock->state.lowest_disabled_stage)
3129 TRACE("Stage disabled\n");
3130 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3132 /* Disable everything here */
3133 glDisable(GL_TEXTURE_2D);
3134 checkGLcall("glDisable(GL_TEXTURE_2D)");
3135 glDisable(GL_TEXTURE_3D);
3136 checkGLcall("glDisable(GL_TEXTURE_3D)");
3137 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3139 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3140 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3142 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3144 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3145 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3152 /* The sampler will also activate the correct texture dimensions, so no
3153 * need to do it here if the sampler for this stage is dirty. */
3154 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3155 texture_activate_dimensions(stateblock->state.textures[stage], gl_info);
3157 set_tex_op(gl_info, &stateblock->state, FALSE, stage,
3158 stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
3159 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
3160 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
3161 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0]);
3164 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3166 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3167 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3168 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3169 const struct wined3d_gl_info *gl_info = context->gl_info;
3170 DWORD op, arg1, arg2, arg0;
3172 TRACE("Setting alpha op for stage %d\n", stage);
3173 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3174 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3176 if (tex_used && mapped_stage >= gl_info->limits.textures)
3178 FIXME("Attempt to enable unsupported stage!\n");
3181 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3182 checkGLcall("glActiveTextureARB");
3185 op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3186 arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3187 arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3188 arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3190 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3192 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
3193 GLenum texture_dimensions = texture->baseTexture.target;
3195 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3197 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
3199 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3201 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3202 * properly. On the other hand applications can still use texture combiners apparently. This code
3203 * takes care that apps cannot remove the texture's alpha channel entirely.
3205 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3206 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3207 * and alpha component of diffuse color to draw things like translucent text and perform other
3210 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3211 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3212 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3213 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3214 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3215 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3216 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3217 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3218 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3221 * What to do with multitexturing? So far no app has been found that uses color keying with
3223 if (op == WINED3DTOP_DISABLE)
3225 arg1 = WINED3DTA_TEXTURE;
3226 op = WINED3DTOP_SELECTARG1;
3228 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3230 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3232 arg2 = WINED3DTA_TEXTURE;
3233 op = WINED3DTOP_MODULATE;
3235 else arg1 = WINED3DTA_TEXTURE;
3237 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3239 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3241 arg1 = WINED3DTA_TEXTURE;
3242 op = WINED3DTOP_MODULATE;
3244 else arg2 = WINED3DTA_TEXTURE;
3250 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3251 * this if block here, and the other code(color keying, texture unit selection) are the same
3253 TRACE("Setting alpha op for stage %d\n", stage);
3254 if (gl_info->supported[NV_REGISTER_COMBINERS])
3256 set_tex_op_nvrc(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0,
3257 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3261 set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0);
3265 static void transform_texture(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3267 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3268 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3269 const struct wined3d_gl_info *gl_info = context->gl_info;
3270 const struct wined3d_state *state = &stateblock->state;
3274 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3275 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3277 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3281 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3282 if (mapped_stage >= gl_info->limits.textures) return;
3284 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3285 checkGLcall("glActiveTextureARB");
3286 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3287 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3289 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3290 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3291 generated, context->last_was_rhw,
3292 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3293 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3294 : WINED3DFMT_UNKNOWN,
3295 stateblock->device->frag_pipe->ffp_proj_control);
3297 /* The sampler applying function calls us if this changes */
3298 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3301 FIXME("Non-power2 texture being used with generated texture coords\n");
3303 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3304 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3305 if (!use_ps(stateblock)) {
3306 TRACE("Non power two matrix multiply fixup\n");
3307 glMultMatrixf(state->textures[texUnit]->baseTexture.pow2Matrix);
3312 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3314 unsigned int texture_idx;
3316 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3318 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3319 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3323 static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock,
3324 const struct wined3d_stream_info *si, GLuint *curVBO)
3326 unsigned int mapped_stage = 0;
3327 unsigned int textureNo = 0;
3329 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3331 int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3333 mapped_stage = stateblock->device->texUnitMap[textureNo];
3334 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3336 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3338 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3339 const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3341 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3342 textureNo, mapped_stage, coordIdx, e->data);
3344 if (*curVBO != e->buffer_object)
3346 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3347 checkGLcall("glBindBufferARB");
3348 *curVBO = e->buffer_object;
3351 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3352 checkGLcall("glClientActiveTextureARB");
3354 /* The coords to supply depend completely on the fvf / vertex shader */
3355 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3356 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3357 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3359 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3362 if (gl_info->supported[NV_REGISTER_COMBINERS])
3364 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3365 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3367 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3371 checkGLcall("loadTexCoords");
3374 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3376 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3377 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3378 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3379 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3380 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3381 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3382 const struct wined3d_gl_info *gl_info = context->gl_info;
3384 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3386 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3390 if (mapped_stage >= gl_info->limits.fragment_samplers)
3392 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3395 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3396 checkGLcall("glActiveTextureARB");
3398 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3400 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3401 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3402 * means use the vertex position (camera-space) as the input texture coordinates
3403 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3404 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3405 * to the TEXCOORDINDEX value
3407 switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3409 case WINED3DTSS_TCI_PASSTHRU:
3410 /* Use the specified texture coordinates contained within the
3411 * vertex format. This value resolves to zero. */
3412 glDisable(GL_TEXTURE_GEN_S);
3413 glDisable(GL_TEXTURE_GEN_T);
3414 glDisable(GL_TEXTURE_GEN_R);
3415 glDisable(GL_TEXTURE_GEN_Q);
3416 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3419 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3420 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3421 * as the input texture coordinates for this stage's texture transformation. This
3422 * equates roughly to EYE_LINEAR */
3424 glMatrixMode(GL_MODELVIEW);
3427 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3428 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3429 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3430 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3432 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3434 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3435 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3436 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3437 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3439 glEnable(GL_TEXTURE_GEN_S);
3440 glEnable(GL_TEXTURE_GEN_T);
3441 glEnable(GL_TEXTURE_GEN_R);
3442 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3446 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3447 /* Note that NV_TEXGEN_REFLECTION support is implied when
3448 * ARB_TEXTURE_CUBE_MAP is supported */
3449 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3451 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3455 glMatrixMode(GL_MODELVIEW);
3458 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3459 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3460 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3461 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3463 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3465 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3466 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3467 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3468 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3470 glEnable(GL_TEXTURE_GEN_S);
3471 glEnable(GL_TEXTURE_GEN_T);
3472 glEnable(GL_TEXTURE_GEN_R);
3473 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3477 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3478 /* Note that NV_TEXGEN_REFLECTION support is implied when
3479 * ARB_TEXTURE_CUBE_MAP is supported */
3480 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3482 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3486 glMatrixMode(GL_MODELVIEW);
3489 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3490 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3491 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3492 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3494 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3496 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3497 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3498 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3499 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3501 glEnable(GL_TEXTURE_GEN_S);
3502 glEnable(GL_TEXTURE_GEN_T);
3503 glEnable(GL_TEXTURE_GEN_R);
3504 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3508 case WINED3DTSS_TCI_SPHEREMAP:
3509 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3510 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3511 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3513 glEnable(GL_TEXTURE_GEN_S);
3514 glEnable(GL_TEXTURE_GEN_T);
3515 glDisable(GL_TEXTURE_GEN_R);
3516 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3521 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3522 stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3523 glDisable(GL_TEXTURE_GEN_S);
3524 glDisable(GL_TEXTURE_GEN_T);
3525 glDisable(GL_TEXTURE_GEN_R);
3526 glDisable(GL_TEXTURE_GEN_Q);
3527 checkGLcall("Disable texgen.");
3532 /* Update the texture matrix */
3533 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3534 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3537 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3538 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3539 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3540 * and do all the things linked to it
3541 * TODO: Tidy that up to reload only the arrays of the changed unit
3543 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3545 unloadTexCoords(gl_info);
3546 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3550 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3552 IWineD3DDeviceImpl *device = stateblock->device;
3554 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3555 * has an update pending
3557 if(isStateDirty(context, STATE_VDECL) ||
3558 isStateDirty(context, STATE_PIXELSHADER)) {
3562 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(&stateblock->state));
3565 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3567 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3568 IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3570 if (ps && stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
3572 /* The pixel shader has to know the luminance scale. Do a constants update if it
3573 * isn't scheduled anyway
3575 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3576 !isStateDirty(context, STATE_PIXELSHADER)) {
3577 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3582 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3584 const DWORD sampler = state - STATE_SAMPLER(0);
3585 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler];
3587 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3589 if(!texture) return;
3590 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3591 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3592 * scaling is reapplied or removed, the texture matrix has to be reapplied
3594 * The mapped stage is already active because the sampler() function below, which is part of the
3597 if(sampler < MAX_TEXTURES) {
3598 const BOOL texIsPow2 = !texture->baseTexture.pow2Matrix_identity;
3600 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3602 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3603 else context->lastWasPow2Texture &= ~(1 << sampler);
3604 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3605 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3610 static void sampler(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3612 DWORD sampler = state_id - STATE_SAMPLER(0);
3613 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3614 const struct wined3d_gl_info *gl_info = context->gl_info;
3615 const struct wined3d_state *state = &stateblock->state;
3621 TRACE("Sampler: %d\n", sampler);
3622 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3623 * only has to bind textures and set the per texture states
3626 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3628 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3632 if (mapped_stage >= gl_info->limits.combined_samplers)
3636 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3637 checkGLcall("glActiveTextureARB");
3639 if (state->textures[sampler])
3641 IWineD3DBaseTexture *texture = (IWineD3DBaseTexture *)state->textures[sampler];
3642 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3644 IWineD3DBaseTexture_BindTexture(texture, srgb);
3645 basetexture_apply_state_changes(texture,
3646 state->texture_states[sampler],
3647 state->sampler_states[sampler], gl_info);
3649 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3651 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3652 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3653 GL_TEXTURE_LOD_BIAS_EXT,
3655 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3658 if (!use_ps(stateblock) && sampler < state->lowest_disabled_stage)
3660 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3662 /* If color keying is enabled update the alpha test, it depends on the existence
3663 * of a color key in stage 0
3665 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3669 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3670 if (!state->textures[sampler]->baseTexture.pow2Matrix_identity)
3672 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3673 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3674 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(state));
3677 else if (mapped_stage < gl_info->limits.textures)
3679 if (sampler < state->lowest_disabled_stage)
3681 /* TODO: What should I do with pixel shaders here ??? */
3682 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3684 /* If color keying is enabled update the alpha test, it depends on the existence
3685 * of a color key in stage 0
3687 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3689 } /* Otherwise tex_colorop disables the stage */
3690 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3691 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3695 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3697 IWineD3DDeviceImpl *device = stateblock->device;
3698 BOOL use_vshader = use_vs(&stateblock->state);
3699 BOOL use_pshader = use_ps(stateblock);
3703 if(!context->last_was_pshader) {
3704 /* Former draw without a pixel shader, some samplers
3705 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3706 * make sure to enable them
3708 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3709 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3710 sampler(STATE_SAMPLER(i), stateblock, context);
3713 context->last_was_pshader = TRUE;
3715 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3716 * if a different texture was bound. I don't have to do anything.
3720 /* Disabled the pixel shader - color ops weren't applied
3721 * while it was enabled, so re-apply them. */
3722 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3724 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3725 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3727 context->last_was_pshader = FALSE;
3730 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3731 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3733 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3734 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3739 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3741 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3742 IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3744 if (ps && stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
3746 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3749 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3750 !isStateDirty(context, STATE_PIXELSHADER)) {
3751 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3756 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3758 /* This function is called by transform_view below if the view matrix was changed too
3760 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3761 * does not always update the world matrix, only on a switch between transformed
3762 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3763 * draw, but that should be rather rare and cheaper in total.
3765 glMatrixMode(GL_MODELVIEW);
3766 checkGLcall("glMatrixMode");
3768 if(context->last_was_rhw) {
3770 checkGLcall("glLoadIdentity()");
3772 /* In the general case, the view matrix is the identity matrix */
3773 if (stateblock->device->view_ident)
3775 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3776 checkGLcall("glLoadMatrixf");
3780 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3781 checkGLcall("glLoadMatrixf");
3782 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3783 checkGLcall("glMultMatrixf");
3788 static void clipplane(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3790 const struct wined3d_state *state = &stateblock->state;
3791 UINT index = state_id - STATE_CLIPPLANE(0);
3793 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3798 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3801 glMatrixMode(GL_MODELVIEW);
3803 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3807 /* with vertex shaders, clip planes are not transformed in direct3d,
3808 * in OpenGL they are still transformed by the model view.
3809 * Use this to swap the y coordinate if necessary
3811 glMatrixMode(GL_MODELVIEW);
3814 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3817 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3818 state->clip_planes[index][0],
3819 state->clip_planes[index][1],
3820 state->clip_planes[index][2],
3821 state->clip_planes[index][3]);
3822 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3823 checkGLcall("glClipPlane");
3828 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3830 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3832 TRACE("Setting world matrix %d\n", matrix);
3834 if (matrix >= context->gl_info->limits.blends)
3836 WARN("Unsupported blend matrix set\n");
3838 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3842 /* GL_MODELVIEW0_ARB: 0x1700
3843 * GL_MODELVIEW1_ARB: 0x850a
3844 * GL_MODELVIEW2_ARB: 0x8722
3845 * GL_MODELVIEW3_ARB: 0x8723
3847 * GL_MODELVIEW31_ARB: 0x873F
3849 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3850 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3852 glMatrixMode(glMat);
3853 checkGLcall("glMatrixMode(glMat)");
3855 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3856 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3858 if (stateblock->device->view_ident)
3860 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3861 checkGLcall("glLoadMatrixf");
3865 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3866 checkGLcall("glLoadMatrixf");
3867 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3868 checkGLcall("glMultMatrixf");
3872 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3874 WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3875 static unsigned int once;
3877 if (f == WINED3DVBF_DISABLE) return;
3879 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3880 else WARN("Vertex blend flags %#x not supported.\n", f);
3883 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3885 WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3886 const struct wined3d_gl_info *gl_info = context->gl_info;
3887 static unsigned int once;
3890 case WINED3DVBF_1WEIGHTS:
3891 case WINED3DVBF_2WEIGHTS:
3892 case WINED3DVBF_3WEIGHTS:
3893 glEnable(GL_VERTEX_BLEND_ARB);
3894 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3896 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3897 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3899 GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3901 if (!stateblock->device->vertexBlendUsed)
3904 for (i = 1; i < gl_info->limits.blends; ++i)
3906 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3908 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3911 stateblock->device->vertexBlendUsed = TRUE;
3915 case WINED3DVBF_TWEENING:
3916 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3917 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3918 else WARN("Vertex blend flags %#x not supported.\n", val);
3920 case WINED3DVBF_DISABLE:
3921 glDisable(GL_VERTEX_BLEND_ARB);
3922 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3927 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3929 const struct wined3d_gl_info *gl_info = context->gl_info;
3930 const struct wined3d_light_info *light = NULL;
3933 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3934 * NOTE: We have to reset the positions even if the light/plane is not currently
3935 * enabled, since the call to enable it will not reset the position.
3936 * NOTE2: Apparently texture transforms do NOT need reapplying
3939 glMatrixMode(GL_MODELVIEW);
3940 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3941 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3942 checkGLcall("glLoadMatrixf(...)");
3944 /* Reset lights. TODO: Call light apply func */
3945 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3947 light = stateblock->state.lights[k];
3948 if(!light) continue;
3949 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3950 checkGLcall("glLightfv posn");
3951 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3952 checkGLcall("glLightfv dirn");
3955 /* Reset Clipping Planes */
3956 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3958 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3959 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3963 if(context->last_was_rhw) {
3965 checkGLcall("glLoadIdentity()");
3966 /* No need to update the world matrix, the identity is fine */
3970 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3971 * No need to do it here if the state is scheduled for update.
3973 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3974 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3977 /* Avoid looping over a number of matrices if the app never used the functionality */
3978 if (stateblock->device->vertexBlendUsed)
3980 for (k = 1; k < gl_info->limits.blends; ++k)
3982 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3983 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3989 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3991 glMatrixMode(GL_PROJECTION);
3992 checkGLcall("glMatrixMode(GL_PROJECTION)");
3994 checkGLcall("glLoadIdentity");
3996 if (context->last_was_rhw)
3998 double x = stateblock->state.viewport.X;
3999 double y = stateblock->state.viewport.Y;
4000 double w = stateblock->state.viewport.Width;
4001 double h = stateblock->state.viewport.Height;
4003 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
4004 if (context->render_offscreen)
4005 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
4007 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
4008 checkGLcall("glOrtho");
4010 /* D3D texture coordinates are flipped compared to OpenGL ones, so
4011 * render everything upside down when rendering offscreen. */
4012 if (context->render_offscreen)
4014 glScalef(1.0f, -1.0f, 1.0f);
4015 checkGLcall("glScalef");
4018 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
4019 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
4020 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
4024 /* The rule is that the window coordinate 0 does not correspond to the
4025 beginning of the first pixel, but the center of the first pixel.
4026 As a consequence if you want to correctly draw one line exactly from
4027 the left to the right end of the viewport (with all matrices set to
4028 be identity), the x coords of both ends of the line would be not
4029 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
4032 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
4033 divide by the Width/Height, so we need the half range(1.0) to translate by
4036 The other fun is that d3d's output z range after the transformation is [0;1],
4037 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
4038 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
4039 of Z buffer precision and the clear values do not match in the z test. Thus scale
4040 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
4044 * Careful with the order of operations here, we're essentially working backwards:
4046 * y = (y - 1/h) * flip;
4050 * glTranslatef(0.0, 0.0, -1.0);
4051 * glScalef(1.0, 1.0, 2.0);
4053 * glScalef(1.0, flip, 1.0);
4054 * glTranslatef(1/w, -1/h, 0.0);
4056 * This is equivalent to:
4057 * glTranslatef(1/w, -flip/h, -1.0)
4058 * glScalef(1.0, flip, 2.0);
4061 /* Translate by slightly less than a half pixel to force a top-left
4062 * filling convention. We want the difference to be large enough that
4063 * it doesn't get lost due to rounding inside the driver, but small
4064 * enough to prevent it from interfering with any anti-aliasing. */
4065 GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4066 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4068 if (context->render_offscreen)
4070 /* D3D texture coordinates are flipped compared to OpenGL ones, so
4071 * render everything upside down when rendering offscreen. */
4072 glTranslatef(xoffset, -yoffset, -1.0f);
4073 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
4074 glScalef(1.0f, -1.0f, 2.0f);
4076 glTranslatef(xoffset, yoffset, -1.0f);
4077 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
4078 glScalef(1.0f, 1.0f, 2.0f);
4080 checkGLcall("glScalef");
4082 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4083 checkGLcall("glLoadMatrixf");
4087 /* This should match any arrays loaded in loadVertexData.
4088 * TODO: Only load / unload arrays if we have to.
4090 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
4092 glDisableClientState(GL_VERTEX_ARRAY);
4093 glDisableClientState(GL_NORMAL_ARRAY);
4094 glDisableClientState(GL_COLOR_ARRAY);
4095 if (gl_info->supported[EXT_SECONDARY_COLOR])
4097 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4099 if (gl_info->supported[ARB_VERTEX_BLEND])
4101 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4103 unloadTexCoords(gl_info);
4106 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4108 const struct wined3d_gl_info *gl_info = context->gl_info;
4110 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4111 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4113 context->numbered_array_mask &= ~(1 << i);
4116 /* This should match any arrays loaded in loadNumberedArrays
4117 * TODO: Only load / unload arrays if we have to.
4119 static inline void unloadNumberedArrays(struct wined3d_context *context)
4121 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4122 GLint maxAttribs = 16;
4125 /* Leave all the attribs disabled */
4126 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4127 /* MESA does not support it right not */
4128 if (glGetError() != GL_NO_ERROR)
4130 for (i = 0; i < maxAttribs; ++i) {
4131 unload_numbered_array(context, i);
4135 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4136 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4138 const struct wined3d_gl_info *gl_info = context->gl_info;
4139 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4141 struct wined3d_buffer *vb;
4142 DWORD_PTR shift_index;
4144 /* Default to no instancing */
4145 stateblock->device->instancedDraw = FALSE;
4147 for (i = 0; i < MAX_ATTRIBS; i++)
4149 const struct wined3d_stream_state *stream;
4151 if (!(stream_info->use_map & (1 << i)))
4153 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4157 stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4159 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4160 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4162 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4163 stateblock->device->instancedDraw = TRUE;
4167 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4169 if (stream_info->elements[i].stride)
4171 if (curVBO != stream_info->elements[i].buffer_object)
4173 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4174 checkGLcall("glBindBufferARB");
4175 curVBO = stream_info->elements[i].buffer_object;
4177 /* Use the VBO to find out if a vertex buffer exists, not the vb
4178 * pointer. vb can point to a user pointer data blob. In that case
4179 * curVBO will be 0. If there is a vertex buffer but no vbo we
4180 * won't be load converted attributes anyway. */
4181 vb = stream->buffer;
4182 if (curVBO && vb->conversion_shift)
4184 TRACE("Loading attribute from shifted buffer\n");
4185 TRACE("Attrib %d has original stride %d, new stride %d\n",
4186 i, stream_info->elements[i].stride, vb->conversion_stride);
4187 TRACE("Original offset %p, additional offset 0x%08x\n",
4188 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4189 TRACE("Opengl type %#x\n", stream_info->elements[i].format->gl_vtx_type);
4190 shift_index = ((DWORD_PTR)stream_info->elements[i].data + stream->offset);
4191 shift_index = shift_index % stream_info->elements[i].stride;
4192 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4193 stream_info->elements[i].format->gl_vtx_type,
4194 stream_info->elements[i].format->gl_normalized,
4195 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4196 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4200 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4201 stream_info->elements[i].format->gl_vtx_type,
4202 stream_info->elements[i].format->gl_normalized,
4203 stream_info->elements[i].stride, stream_info->elements[i].data
4204 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4208 if (!(context->numbered_array_mask & (1 << i)))
4210 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4211 context->numbered_array_mask |= (1 << i);
4216 /* Stride = 0 means always the same values.
4217 * glVertexAttribPointerARB doesn't do that. Instead disable the
4218 * pointer and set up the attribute statically. But we have to
4219 * figure out the system memory address. */
4220 const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4221 if (stream_info->elements[i].buffer_object)
4223 vb = stream->buffer;
4224 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4227 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4229 switch (stream_info->elements[i].format->id)
4231 case WINED3DFMT_R32_FLOAT:
4232 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4234 case WINED3DFMT_R32G32_FLOAT:
4235 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4237 case WINED3DFMT_R32G32B32_FLOAT:
4238 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4240 case WINED3DFMT_R32G32B32A32_FLOAT:
4241 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4244 case WINED3DFMT_R8G8B8A8_UINT:
4245 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4247 case WINED3DFMT_B8G8R8A8_UNORM:
4248 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4250 const DWORD *src = (const DWORD *)ptr;
4251 DWORD c = *src & 0xff00ff00;
4252 c |= (*src & 0xff0000) >> 16;
4253 c |= (*src & 0xff) << 16;
4254 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4257 /* else fallthrough */
4258 case WINED3DFMT_R8G8B8A8_UNORM:
4259 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4262 case WINED3DFMT_R16G16_SINT:
4263 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4265 case WINED3DFMT_R16G16B16A16_SINT:
4266 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4269 case WINED3DFMT_R16G16_SNORM:
4271 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4272 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4275 case WINED3DFMT_R16G16_UNORM:
4277 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4278 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4281 case WINED3DFMT_R16G16B16A16_SNORM:
4282 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4284 case WINED3DFMT_R16G16B16A16_UNORM:
4285 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4288 case WINED3DFMT_R10G10B10A2_UINT:
4289 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4290 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4292 case WINED3DFMT_R10G10B10A2_SNORM:
4293 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4294 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4297 case WINED3DFMT_R16G16_FLOAT:
4298 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4299 * byte float according to the IEEE standard
4301 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4303 case WINED3DFMT_R16G16B16A16_FLOAT:
4304 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4308 ERR("Unexpected declaration in stride 0 attributes\n");
4314 checkGLcall("Loading numbered arrays");
4317 /* Used from 2 different functions, and too big to justify making it inlined */
4318 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4319 const struct wined3d_stream_info *si)
4321 const struct wined3d_gl_info *gl_info = context->gl_info;
4322 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4323 const struct wined3d_stream_info_element *e;
4324 const struct wined3d_stream_state *stream;
4326 TRACE("Using fast vertex array code\n");
4328 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4329 stateblock->device->instancedDraw = FALSE;
4331 /* Blend Data ---------------------------------------------- */
4332 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4333 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4335 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4336 stream = &stateblock->state.streams[e->stream_idx];
4338 if (gl_info->supported[ARB_VERTEX_BLEND])
4340 TRACE("Blend %u %p %u\n", e->format->component_count,
4341 e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4343 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4344 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4346 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4348 if (curVBO != e->buffer_object)
4350 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4351 checkGLcall("glBindBufferARB");
4352 curVBO = e->buffer_object;
4355 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4356 e->format->gl_vtx_format,
4357 e->format->gl_vtx_type,
4359 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4360 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4361 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4363 checkGLcall("glWeightPointerARB");
4365 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4370 FIXME("blendMatrixIndices support\n");
4375 /* TODO: support blends in drawStridedSlow
4376 * No need to write a FIXME here, this is done after the general vertex decl decoding
4378 WARN("unsupported blending in openGl\n");
4383 if (gl_info->supported[ARB_VERTEX_BLEND])
4385 static const GLbyte one = 1;
4386 GL_EXTCALL(glWeightbvARB(1, &one));
4387 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4391 /* Point Size ----------------------------------------------*/
4392 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4394 /* no such functionality in the fixed function GL pipeline */
4395 TRACE("Cannot change ptSize here in openGl\n");
4396 /* TODO: Implement this function in using shaders if they are available */
4399 /* Vertex Pointers -----------------------------------------*/
4400 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4402 e = &si->elements[WINED3D_FFP_POSITION];
4403 stream = &stateblock->state.streams[e->stream_idx];
4405 if (curVBO != e->buffer_object)
4407 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4408 checkGLcall("glBindBufferARB");
4409 curVBO = e->buffer_object;
4412 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4413 handling for rhw mode should not impact screen position whereas in GL it does.
4414 This may result in very slightly distorted textures in rhw mode.
4415 There's always the other option of fixing the view matrix to
4416 prevent w from having any effect.
4418 This only applies to user pointer sources, in VBOs the vertices are fixed up
4420 if (!e->buffer_object)
4422 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4423 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4424 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4425 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4429 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4430 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4431 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4432 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4433 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4435 checkGLcall("glVertexPointer(...)");
4436 glEnableClientState(GL_VERTEX_ARRAY);
4437 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4440 /* Normals -------------------------------------------------*/
4441 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4443 e = &si->elements[WINED3D_FFP_NORMAL];
4444 stream = &stateblock->state.streams[e->stream_idx];
4446 if (curVBO != e->buffer_object)
4448 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4449 checkGLcall("glBindBufferARB");
4450 curVBO = e->buffer_object;
4453 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4454 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4455 glNormalPointer(e->format->gl_vtx_type, e->stride,
4456 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4457 checkGLcall("glNormalPointer(...)");
4458 glEnableClientState(GL_NORMAL_ARRAY);
4459 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4462 glNormal3f(0, 0, 0);
4463 checkGLcall("glNormal3f(0, 0, 0)");
4466 /* Diffuse Colour --------------------------------------------*/
4467 /* WARNING: Data here MUST be in RGBA format, so cannot */
4468 /* go directly into fast mode from app pgm, because */
4469 /* directx requires data in BGRA format. */
4470 /* currently fixupVertices swizzles the format, but this isn't*/
4471 /* very practical when using VBOs */
4472 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4473 /* , or the user doesn't care and wants the speed advantage */
4475 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4477 e = &si->elements[WINED3D_FFP_DIFFUSE];
4478 stream = &stateblock->state.streams[e->stream_idx];
4480 if (curVBO != e->buffer_object)
4482 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4483 checkGLcall("glBindBufferARB");
4484 curVBO = e->buffer_object;
4487 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4488 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4489 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4490 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4491 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4492 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4493 glEnableClientState(GL_COLOR_ARRAY);
4494 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4497 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4498 checkGLcall("glColor4f(1, 1, 1, 1)");
4501 /* Specular Colour ------------------------------------------*/
4502 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4504 TRACE("setting specular colour\n");
4506 e = &si->elements[WINED3D_FFP_SPECULAR];
4507 stream = &stateblock->state.streams[e->stream_idx];
4509 if (gl_info->supported[EXT_SECONDARY_COLOR])
4511 GLenum type = e->format->gl_vtx_type;
4512 GLint format = e->format->gl_vtx_format;
4514 if (curVBO != e->buffer_object)
4516 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4517 checkGLcall("glBindBufferARB");
4518 curVBO = e->buffer_object;
4521 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4523 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4524 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4525 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4526 * 4 component secondary colors use it
4528 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4529 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4530 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4531 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4532 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4538 case GL_UNSIGNED_BYTE:
4539 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4540 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4541 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4542 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4543 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4547 FIXME("Add 4 component specular color pointers for type %x\n", type);
4548 /* Make sure that the right color component is dropped */
4549 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4550 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4551 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4552 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4553 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4556 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4557 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4561 WARN("Specular colour is not supported in this GL implementation.\n");
4566 if (gl_info->supported[EXT_SECONDARY_COLOR])
4568 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4569 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4573 WARN("Specular colour is not supported in this GL implementation.\n");
4577 /* Texture coords -------------------------------------------*/
4578 loadTexCoords(gl_info, stateblock, si, &curVBO);
4581 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4583 IWineD3DDeviceImpl *device = stateblock->device;
4584 BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4585 BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4587 if (context->numberedArraysLoaded && !load_numbered)
4589 unloadNumberedArrays(context);
4590 context->numberedArraysLoaded = FALSE;
4591 context->numbered_array_mask = 0;
4593 else if (context->namedArraysLoaded)
4595 unloadVertexData(context->gl_info);
4596 context->namedArraysLoaded = FALSE;
4601 TRACE("Loading numbered arrays\n");
4602 loadNumberedArrays(stateblock, &device->strided_streams, context);
4603 context->numberedArraysLoaded = TRUE;
4605 else if (load_named)
4607 TRACE("Loading vertex data\n");
4608 loadVertexData(context, stateblock, &device->strided_streams);
4609 context->namedArraysLoaded = TRUE;
4613 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4615 const struct wined3d_gl_info *gl_info = context->gl_info;
4616 BOOL updateFog = FALSE;
4617 BOOL useVertexShaderFunction = use_vs(&stateblock->state);
4618 BOOL usePixelShaderFunction = use_ps(stateblock);
4619 IWineD3DDeviceImpl *device = stateblock->device;
4621 BOOL wasrhw = context->last_was_rhw;
4624 transformed = device->strided_streams.position_transformed;
4625 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4629 /* Reapply lighting if it is not scheduled for reapplication already */
4630 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4631 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4635 context->last_was_rhw = TRUE;
4638 /* Untransformed, so relies on the view and projection matrices */
4639 context->last_was_rhw = FALSE;
4640 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4641 device->untransformed = TRUE;
4643 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4644 * Not needed as long as only hw shaders are supported
4647 /* This sets the shader output position correction constants.
4648 * TODO: Move to the viewport state
4650 if (useVertexShaderFunction)
4652 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4653 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4654 device->posFixup[3] = device->posFixup[1] * yoffset;
4658 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4659 * off this function will be called again anyway to make sure they're properly set
4661 if(!useVertexShaderFunction) {
4662 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4663 * or transformed / untransformed was switched
4665 if(wasrhw != context->last_was_rhw &&
4666 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4667 !isStateDirty(context, STATE_VIEWPORT)) {
4668 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4670 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4673 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4674 * this check will fail and the matrix not applied again. This is OK because a simple
4675 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4676 * needs of the vertex declaration.
4678 * World and view matrix go into the same gl matrix, so only apply them when neither is
4681 if(transformed != wasrhw &&
4682 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4683 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4684 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4687 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4688 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4691 if(context->last_was_vshader) {
4693 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4694 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4696 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4698 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4701 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4702 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4705 if(!context->last_was_vshader) {
4706 static BOOL warned = FALSE;
4707 if(!device->vs_clipping) {
4708 /* Disable all clip planes to get defined results on all drivers. See comment in the
4709 * state_clipping state handler
4711 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4713 glDisable(GL_CLIP_PLANE0 + i);
4714 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4717 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4719 FIXME("Clipping not supported with vertex shaders\n");
4724 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4725 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4726 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4727 * fixed function vertex processing states back in a sane state before switching to shaders
4729 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4730 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4732 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4733 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4738 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4739 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4740 * device->vs_clipping is false.
4742 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4744 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4749 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4752 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4753 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4755 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4756 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4760 context->last_was_vshader = useVertexShaderFunction;
4762 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4764 if(!useVertexShaderFunction) {
4766 for(i = 0; i < MAX_TEXTURES; i++) {
4767 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4768 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4774 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4776 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4778 WINED3DVIEWPORT vp = stateblock->state.viewport;
4780 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4781 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4783 glDepthRange(vp.MinZ, vp.MaxZ);
4784 checkGLcall("glDepthRange");
4785 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4787 if (context->render_offscreen)
4789 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4791 target->get_drawable_size(context, &width, &height);
4794 (height - (vp.Y + vp.Height)),
4795 vp.Width, vp.Height);
4798 checkGLcall("glViewport");
4801 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4803 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4805 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4806 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4808 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4809 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4811 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4812 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4814 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4815 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4818 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4820 UINT Index = state - STATE_ACTIVELIGHT(0);
4821 const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4824 glDisable(GL_LIGHT0 + Index);
4825 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4828 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4830 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4831 glMatrixMode(GL_MODELVIEW);
4833 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4836 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4837 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4838 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4839 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4840 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4841 checkGLcall("glLightfv");
4844 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4845 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4846 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4847 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4848 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4849 checkGLcall("glLightfv");
4852 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4853 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4854 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4855 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4856 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4857 checkGLcall("glLightfv");
4859 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4860 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4862 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4865 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4866 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4867 * Attenuation0 to NaN and crashes in the gl lib
4870 switch (lightInfo->OriginalParms.Type) {
4871 case WINED3DLIGHT_POINT:
4873 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4874 checkGLcall("glLightfv");
4875 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4876 checkGLcall("glLightf");
4877 /* Attenuation - Are these right? guessing... */
4878 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4879 checkGLcall("glLightf");
4880 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4881 checkGLcall("glLightf");
4882 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4883 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4884 checkGLcall("glLightf");
4888 case WINED3DLIGHT_SPOT:
4890 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4891 checkGLcall("glLightfv");
4893 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4894 checkGLcall("glLightfv");
4895 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4896 checkGLcall("glLightf");
4897 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4898 checkGLcall("glLightf");
4899 /* Attenuation - Are these right? guessing... */
4900 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4901 checkGLcall("glLightf");
4902 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4903 checkGLcall("glLightf");
4904 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4905 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4906 checkGLcall("glLightf");
4910 case WINED3DLIGHT_DIRECTIONAL:
4912 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4913 checkGLcall("glLightfv");
4914 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4915 checkGLcall("glLightf");
4916 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4917 checkGLcall("glLightf");
4921 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4924 /* Restore the modelview matrix */
4927 glEnable(GL_LIGHT0 + Index);
4928 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4932 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4934 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4935 RECT *pRect = &stateblock->state.scissor_rect;
4939 target->get_drawable_size(context, &width, &height);
4940 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4941 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4943 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4944 pRect->right - pRect->left, pRect->bottom - pRect->top);
4946 if (context->render_offscreen)
4948 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4950 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4952 checkGLcall("glScissor");
4955 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4957 const struct wined3d_gl_info *gl_info = context->gl_info;
4959 if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4961 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4965 struct wined3d_buffer *ib = stateblock->state.index_buffer;
4966 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4970 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4972 if (context->render_offscreen)
4974 glFrontFace(GL_CCW);
4975 checkGLcall("glFrontFace(GL_CCW)");
4978 checkGLcall("glFrontFace(GL_CW)");
4982 const struct StateEntryTemplate misc_state_template[] = {
4983 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4995 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4996 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4997 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4998 * vshader loadings are untied from each other
5000 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
5001 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5047 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5049 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5052 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5053 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5091 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5119 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5125 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5127 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5129 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5130 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5131 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5132 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5133 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5134 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5135 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5136 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5137 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5139 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5141 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5143 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5145 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5146 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5147 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5149 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5150 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5151 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5152 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5153 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5154 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5155 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5156 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5157 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5158 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5159 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5160 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5161 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5162 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5163 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5164 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5165 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5166 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5167 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5168 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5169 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5172 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5173 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5174 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5175 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5178 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5179 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5180 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5181 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5182 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5183 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5184 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5185 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5186 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5187 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5188 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5189 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5190 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5191 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5192 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5193 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5194 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5195 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5196 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5197 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5198 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5199 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5200 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5201 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5202 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5203 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5204 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5205 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5206 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5207 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5208 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5209 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5211 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5212 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5213 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5214 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5215 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5216 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5217 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5218 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5220 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5221 /* Transform states follow */
5222 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5505 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5506 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5509 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5522 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5525 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5526 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5528 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5534 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5535 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5539 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5540 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5541 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5543 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5544 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5545 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5547 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5548 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5549 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5550 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5551 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5553 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5554 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5556 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5557 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5558 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5559 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5560 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5561 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5562 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5563 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5564 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5565 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5566 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5567 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5570 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5571 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5589 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5590 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5592 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5593 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5594 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5595 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5596 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5597 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5598 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5599 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5600 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5601 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5602 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5603 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5644 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5645 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5649 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5653 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5655 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5656 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5657 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5658 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5659 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5660 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5661 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5662 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5663 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5664 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5665 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5666 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5667 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5668 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5669 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5672 /* Context activation is done by the caller. */
5673 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5675 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5677 pCaps->PrimitiveMiscCaps = 0;
5678 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5679 WINED3DTEXOPCAPS_ADDSIGNED |
5680 WINED3DTEXOPCAPS_ADDSIGNED2X |
5681 WINED3DTEXOPCAPS_MODULATE |
5682 WINED3DTEXOPCAPS_MODULATE2X |
5683 WINED3DTEXOPCAPS_MODULATE4X |
5684 WINED3DTEXOPCAPS_SELECTARG1 |
5685 WINED3DTEXOPCAPS_SELECTARG2 |
5686 WINED3DTEXOPCAPS_DISABLE;
5688 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5689 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5690 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5692 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5693 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5694 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5695 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5696 WINED3DTEXOPCAPS_LERP |
5697 WINED3DTEXOPCAPS_SUBTRACT;
5699 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5700 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5702 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5703 WINED3DTEXOPCAPS_MULTIPLYADD |
5704 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5705 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5706 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5708 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5709 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5711 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5712 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5715 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5716 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5717 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5721 TRACE("Checking support for fixup:\n");
5722 dump_color_fixup_desc(fixup);
5725 /* We only support identity conversions. */
5726 if (is_identity_fixup(fixup))
5732 TRACE("[FAILED]\n");
5736 const struct fragment_pipeline ffp_fragment_pipeline = {
5738 ffp_fragment_get_caps,
5741 ffp_color_fixup_supported,
5742 ffp_fragmentstate_template,
5743 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5746 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5749 for(i = 0; funcs[i]; i++);
5753 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5755 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5756 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5759 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5761 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5762 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5763 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5766 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5768 unsigned int start, last, i;
5770 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5771 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5772 for (i = start; i <= last; ++i)
5774 state_table[i].representative = 0;
5775 state_table[i].apply = state_undefined;
5778 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5779 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5780 for (i = start; i <= last; ++i)
5782 state_table[i].representative = 0;
5783 state_table[i].apply = state_undefined;
5786 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5787 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5788 for (i = start; i <= last; ++i)
5790 state_table[i].representative = 0;
5791 state_table[i].apply = state_undefined;
5795 static void validate_state_table(struct StateEntry *state_table)
5816 static const DWORD simple_states[] =
5822 STATE_VERTEXSHADERCONSTANT,
5823 STATE_PIXELSHADERCONSTANT,
5830 unsigned int i, current;
5832 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5834 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5836 if (!state_table[i].representative)
5837 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5839 else if (state_table[i].representative)
5840 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5842 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5845 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5847 if (!state_table[simple_states[i]].representative)
5848 ERR("State %s (%#x) should have a representative.\n",
5849 debug_d3dstate(simple_states[i]), simple_states[i]);
5852 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5854 DWORD rep = state_table[i].representative;
5857 if (state_table[rep].representative != rep)
5859 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5860 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5861 state_table[i].representative = 0;
5866 if (state_table[i].apply)
5867 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5869 else if (!state_table[i].apply)
5871 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5877 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5878 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5879 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5881 unsigned int i, type, handlers;
5882 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5883 const struct StateEntryTemplate *cur;
5884 BOOL set[STATE_HIGHEST + 1];
5886 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5888 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5889 StateTable[i].representative = 0;
5890 StateTable[i].apply = state_undefined;
5893 for(type = 0; type < 3; type++) {
5894 /* This switch decides the order in which the states are applied */
5896 case 0: cur = misc; break;
5897 case 1: cur = fragment->states; break;
5898 case 2: cur = vertex; break;
5899 default: cur = NULL; /* Stupid compiler */
5903 /* GL extension filtering should not prevent multiple handlers being applied from different
5906 memset(set, 0, sizeof(set));
5908 for(i = 0; cur[i].state; i++) {
5909 APPLYSTATEFUNC *funcs_array;
5911 /* Only use the first matching state with the available extension from one template.
5913 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5914 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5916 * if GL_XYZ_fancy is supported, ignore the 2nd line
5918 if(set[cur[i].state]) continue;
5919 /* Skip state lines depending on unsupported extensions */
5920 if (!gl_info->supported[cur[i].extension]) continue;
5921 set[cur[i].state] = TRUE;
5922 /* In some cases having an extension means that nothing has to be
5923 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5924 * supported, the texture coordinate fixup can be ignored. If the
5925 * apply function is used, mark the state set(done above) to prevent
5926 * applying later lines, but do not record anything in the state
5929 if (!cur[i].content.representative) continue;
5931 handlers = num_handlers(multistate_funcs[cur[i].state]);
5932 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5935 StateTable[cur[i].state].apply = cur[i].content.apply;
5938 StateTable[cur[i].state].apply = multistate_apply_2;
5939 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5941 sizeof(**dev_multistate_funcs) * 2);
5942 if (!dev_multistate_funcs[cur[i].state]) {
5946 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5947 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5950 StateTable[cur[i].state].apply = multistate_apply_3;
5951 funcs_array = HeapReAlloc(GetProcessHeap(),
5953 dev_multistate_funcs[cur[i].state],
5954 sizeof(**dev_multistate_funcs) * 3);
5959 dev_multistate_funcs[cur[i].state] = funcs_array;
5960 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5963 ERR("Unexpected amount of state handlers for state %u: %u\n",
5964 cur[i].state, handlers + 1);
5967 if(StateTable[cur[i].state].representative &&
5968 StateTable[cur[i].state].representative != cur[i].content.representative) {
5969 FIXME("State %u has different representatives in different pipeline parts\n",
5972 StateTable[cur[i].state].representative = cur[i].content.representative;
5976 prune_invalid_states(StateTable, gl_info);
5977 validate_state_table(StateTable);
5982 for (i = 0; i <= STATE_HIGHEST; ++i) {
5983 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5986 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5988 return E_OUTOFMEMORY;