2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 WINED3DFILLMODE mode = state->render_states[WINED3DRS_FILLMODE];
56 case WINED3DFILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 case WINED3DFILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 case WINED3DFILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
69 FIXME("Unrecognized WINED3DRS_FILLMODE %d.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
83 if (state->render_states[WINED3DRS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 /* No z test without depth stencil buffers */
97 if (!state->fb->depth_stencil)
99 TRACE("No Z buffer - disabling depth test\n");
100 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
101 checkGLcall("glDisable GL_DEPTH_TEST");
105 switch (state->render_states[WINED3DRS_ZENABLE])
107 case WINED3DZB_FALSE:
108 glDisable(GL_DEPTH_TEST);
109 checkGLcall("glDisable GL_DEPTH_TEST");
112 glEnable(GL_DEPTH_TEST);
113 checkGLcall("glEnable GL_DEPTH_TEST");
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 FIXME("W buffer is not well handled\n");
121 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
122 state->render_states[WINED3DRS_ZENABLE]);
126 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
128 /* glFrontFace() is set in context.c at context init and on an
129 * offscreen / onscreen rendering switch. */
130 switch (state->render_states[WINED3DRS_CULLMODE])
132 case WINED3DCULL_NONE:
133 glDisable(GL_CULL_FACE);
134 checkGLcall("glDisable GL_CULL_FACE");
137 glEnable(GL_CULL_FACE);
138 checkGLcall("glEnable GL_CULL_FACE");
139 glCullFace(GL_FRONT);
140 checkGLcall("glCullFace(GL_FRONT)");
142 case WINED3DCULL_CCW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
146 checkGLcall("glCullFace(GL_BACK)");
149 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
150 state->render_states[WINED3DRS_CULLMODE]);
154 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
156 switch (state->render_states[WINED3DRS_SHADEMODE])
158 case WINED3DSHADE_FLAT:
159 glShadeModel(GL_FLAT);
160 checkGLcall("glShadeModel(GL_FLAT)");
162 case WINED3DSHADE_GOURAUD:
163 glShadeModel(GL_SMOOTH);
164 checkGLcall("glShadeModel(GL_SMOOTH)");
166 case WINED3DSHADE_PHONG:
167 FIXME("WINED3DSHADE_PHONG isn't supported\n");
170 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
171 state->render_states[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 if (state->render_states[WINED3DRS_DITHERENABLE])
180 checkGLcall("glEnable GL_DITHER");
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
191 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
192 * If yes, this has to be merged with ZENABLE and ZFUNC. */
193 if (state->render_states[WINED3DRS_ZWRITEENABLE])
196 checkGLcall("glDepthMask(1)");
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 GLenum depth_func = CompareFunc(state->render_states[WINED3DRS_ZFUNC]);
209 if (!depth_func) return;
211 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
214 /* There are a few issues with this: First, our inability to
215 * select a proper Z depth, most of the time we're stuck with
216 * D24S8, even if the app selects D32 or D16. There seem to be
217 * some other precision problems which have to be debugged to
218 * make NOTEQUAL and EQUAL work properly. */
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 glDepthFunc(depth_func);
227 checkGLcall("glDepthFunc");
230 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
233 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_AMBIENT], col);
235 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
236 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
237 checkGLcall("glLightModel for MODEL_AMBIENT");
240 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
242 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
245 static GLenum gl_blend_op(WINED3DBLENDOP op)
249 case WINED3DBLENDOP_ADD:
250 return GL_FUNC_ADD_EXT;
251 case WINED3DBLENDOP_SUBTRACT:
252 return GL_FUNC_SUBTRACT_EXT;
253 case WINED3DBLENDOP_REVSUBTRACT:
254 return GL_FUNC_REVERSE_SUBTRACT_EXT;
255 case WINED3DBLENDOP_MIN:
257 case WINED3DBLENDOP_MAX:
260 FIXME("Unhandled blend op %#x.\n", op);
265 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
268 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
269 GLenum blend_equation = GL_FUNC_ADD_EXT;
271 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
272 if (state->render_states[WINED3DRS_BLENDOPALPHA]
273 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
275 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
279 blend_equation = gl_blend_op(state->render_states[WINED3DRS_BLENDOP]);
280 blend_equation_alpha = gl_blend_op(state->render_states[WINED3DRS_BLENDOPALPHA]);
281 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
283 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
285 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
286 checkGLcall("glBlendEquationSeparateEXT");
290 GL_EXTCALL(glBlendEquationEXT(blend_equation));
291 checkGLcall("glBlendEquation");
295 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
299 case WINED3DBLEND_ZERO:
301 case WINED3DBLEND_ONE:
303 case WINED3DBLEND_SRCCOLOR:
305 case WINED3DBLEND_INVSRCCOLOR:
306 return GL_ONE_MINUS_SRC_COLOR;
307 case WINED3DBLEND_SRCALPHA:
309 case WINED3DBLEND_INVSRCALPHA:
310 return GL_ONE_MINUS_SRC_ALPHA;
311 case WINED3DBLEND_DESTCOLOR:
313 case WINED3DBLEND_INVDESTCOLOR:
314 return GL_ONE_MINUS_DST_COLOR;
315 /* To compensate for the lack of format switching with backbuffer
316 * offscreen rendering, and with onscreen rendering, we modify the
317 * alpha test parameters for (INV)DESTALPHA if the render target
318 * doesn't support alpha blending. A nonexistent alpha channel
319 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
320 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
321 case WINED3DBLEND_DESTALPHA:
322 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 case WINED3DBLEND_INVDESTALPHA:
324 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 case WINED3DBLEND_SRCALPHASAT:
326 return GL_SRC_ALPHA_SATURATE;
327 case WINED3DBLEND_BLENDFACTOR:
328 return GL_CONSTANT_COLOR_EXT;
329 case WINED3DBLEND_INVBLENDFACTOR:
330 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
332 FIXME("Unhandled blend factor %#x.\n", factor);
337 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_surface *target = state->fb->render_targets[0];
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 GLenum srcBlend, dstBlend;
342 WINED3DBLEND d3d_blend;
344 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
345 * blending parameters to work. */
346 if (state->render_states[WINED3DRS_ALPHABLENDENABLE]
347 || state->render_states[WINED3DRS_EDGEANTIALIAS]
348 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
350 /* Disable blending in all cases even without pixelshaders.
351 * With blending on we could face a big performance penalty.
352 * The d3d9 visual test confirms the behavior. */
353 if (context->render_offscreen
354 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
357 checkGLcall("glDisable GL_BLEND");
361 checkGLcall("glEnable GL_BLEND");
365 checkGLcall("glDisable GL_BLEND");
366 /* Nothing more to do - get out */
370 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
371 * source blending values which are still valid up to d3d9. They should
372 * not occur as dest blend values. */
373 d3d_blend = state->render_states[WINED3DRS_SRCBLEND];
374 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
376 srcBlend = GL_SRC_ALPHA;
377 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
379 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
381 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
382 dstBlend = GL_SRC_ALPHA;
386 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
387 dstBlend = gl_blend_factor(state->render_states[WINED3DRS_DESTBLEND],
388 target->resource.format);
391 if (state->render_states[WINED3DRS_EDGEANTIALIAS]
392 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
394 glEnable(GL_LINE_SMOOTH);
395 checkGLcall("glEnable(GL_LINE_SMOOTH)");
396 if(srcBlend != GL_SRC_ALPHA) {
397 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
399 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
400 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
403 glDisable(GL_LINE_SMOOTH);
404 checkGLcall("glDisable(GL_LINE_SMOOTH)");
407 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
408 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP)))
409 state_blendop(context, state, STATE_RENDER(WINED3DRS_BLENDOPALPHA));
411 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
413 GLenum srcBlendAlpha, dstBlendAlpha;
415 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
416 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
418 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
422 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
423 * source blending values which are still valid up to d3d9. They should
424 * not occur as dest blend values. */
425 d3d_blend = state->render_states[WINED3DRS_SRCBLENDALPHA];
426 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
428 srcBlendAlpha = GL_SRC_ALPHA;
429 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
438 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
439 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3DRS_DESTBLENDALPHA],
440 target->resource.format);
443 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
444 checkGLcall("glBlendFuncSeparateEXT");
446 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
447 glBlendFunc(srcBlend, dstBlend);
448 checkGLcall("glBlendFunc");
451 /* Colorkey fixup for stage 0 alphaop depends on
452 * WINED3DRS_ALPHABLENDENABLE state, so it may need updating. */
453 if (state->render_states[WINED3DRS_COLORKEYENABLE])
454 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
457 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
459 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
464 const struct wined3d_gl_info *gl_info = context->gl_info;
467 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3DRS_BLENDFACTOR]);
468 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_BLENDFACTOR], col);
469 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
470 checkGLcall("glBlendColor");
473 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
477 BOOL enable_ckey = FALSE;
479 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
481 /* Find out if the texture on the first stage has a ckey set
482 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
483 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
484 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
485 * in case it finds some texture+colorkeyenable combination which needs extra care.
487 if (state->textures[0])
489 struct wined3d_texture *texture = state->textures[0];
490 GLenum texture_dimensions = texture->target;
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
496 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
498 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
499 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
500 * surface has alpha bits */
501 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
506 if (enable_ckey || context->last_was_ckey)
507 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
508 context->last_was_ckey = enable_ckey;
510 if (state->render_states[WINED3DRS_ALPHATESTENABLE]
511 || (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
513 glEnable(GL_ALPHA_TEST);
514 checkGLcall("glEnable GL_ALPHA_TEST");
516 glDisable(GL_ALPHA_TEST);
517 checkGLcall("glDisable GL_ALPHA_TEST");
518 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
524 if (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
526 glParm = GL_NOTEQUAL;
531 ref = ((float)state->render_states[WINED3DRS_ALPHAREF]) / 255.0f;
532 glParm = CompareFunc(state->render_states[WINED3DRS_ALPHAFUNC]);
535 glAlphaFunc(glParm, ref);
536 checkGLcall("glAlphaFunc");
540 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
542 const struct wined3d_device *device = context->swapchain->device;
544 /* Vertex and pixel shader states will call a shader upload, don't do
545 * anything as long one of them has an update pending. */
546 if (isStateDirty(context, STATE_VDECL)
547 || isStateDirty(context, STATE_PIXELSHADER))
550 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
553 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
555 DWORD enable = 0xFFFFFFFF;
556 DWORD disable = 0x00000000;
560 const struct wined3d_device *device = context->swapchain->device;
562 if (!device->vs_clipping)
564 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
565 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
566 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
567 * of that - don't do anything here and keep them disabled
569 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
571 static BOOL warned = FALSE;
573 FIXME("Clipping not supported with vertex shaders\n");
580 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
581 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
582 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
584 device->shader_backend->shader_select(context, use_ps(state), TRUE);
585 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
586 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
590 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
591 * of already set values
594 /* If enabling / disabling all
595 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
597 if (state->render_states[WINED3DRS_CLIPPING])
599 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
600 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
604 disable = 0xffffffff;
608 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
609 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
610 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
611 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
612 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
613 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
615 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
616 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
617 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
618 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
619 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
620 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
623 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
627 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
628 * specular color. This is wrong:
629 * Separate specular color means the specular colour is maintained separately, whereas
630 * single color means it is merged in. However in both cases they are being used to
632 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
633 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
637 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
638 * Instead, we need to setup the FinalCombiner properly.
640 * The default setup for the FinalCombiner is:
642 * <variable> <input> <mapping> <usage>
643 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
644 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
645 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
651 * That's pretty much fine as it is, except for variable B, which needs to take
652 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
653 * whether WINED3DRS_SPECULARENABLE is enabled or not.
656 TRACE("Setting specular enable state and materials\n");
657 if (state->render_states[WINED3DRS_SPECULARENABLE])
659 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
660 checkGLcall("glMaterialfv");
662 if (state->material.power > gl_info->limits.shininess)
664 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
665 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
666 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
667 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
668 * them, it should be safe to do so without major visual distortions.
670 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
671 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
675 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
677 checkGLcall("glMaterialf(GL_SHININESS)");
679 if (gl_info->supported[EXT_SECONDARY_COLOR])
681 glEnable(GL_COLOR_SUM_EXT);
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
704 glDisable(GL_COLOR_SUM_EXT);
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (gl_info->supported[NV_REGISTER_COMBINERS])
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
715 checkGLcall("glFinalCombinerInputNV()");
719 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
720 state->material.diffuse.r, state->material.diffuse.g,
721 state->material.diffuse.b, state->material.diffuse.a);
722 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
723 state->material.ambient.r, state->material.ambient.g,
724 state->material.ambient.b, state->material.ambient.a);
725 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
726 state->material.specular.r, state->material.specular.g,
727 state->material.specular.b, state->material.specular.a);
728 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.emissive.r, state->material.emissive.g,
730 state->material.emissive.b, state->material.emissive.a);
732 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
733 checkGLcall("glMaterialfv(GL_AMBIENT)");
734 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
735 checkGLcall("glMaterialfv(GL_DIFFUSE)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
737 checkGLcall("glMaterialfv(GL_EMISSION)");
740 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
742 const struct wined3d_gl_info *gl_info = context->gl_info;
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only. */
748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
750 /* And now the default texture color as well */
751 for (i = 0; i < gl_info->limits.texture_stages; ++i)
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
756 context_active_texture(context, gl_info, i);
758 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
759 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
763 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
764 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
766 const struct wined3d_gl_info *gl_info = context->gl_info;
768 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
769 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
770 GL_EXTCALL(glActiveStencilFaceEXT(face));
771 checkGLcall("glActiveStencilFaceEXT(...)");
772 glStencilFunc(func, ref, mask);
773 checkGLcall("glStencilFunc(...)");
774 glStencilOp(stencilFail, depthFail, stencilPass);
775 checkGLcall("glStencilOp(...)");
778 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
780 const struct wined3d_gl_info *gl_info = context->gl_info;
781 DWORD onesided_enable = FALSE;
782 DWORD twosided_enable = FALSE;
783 GLint func = GL_ALWAYS;
784 GLint func_ccw = GL_ALWAYS;
787 GLint stencilFail = GL_KEEP;
788 GLint depthFail = GL_KEEP;
789 GLint stencilPass = GL_KEEP;
790 GLint stencilFail_ccw = GL_KEEP;
791 GLint depthFail_ccw = GL_KEEP;
792 GLint stencilPass_ccw = GL_KEEP;
794 /* No stencil test without a stencil buffer. */
795 if (!state->fb->depth_stencil)
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
802 onesided_enable = state->render_states[WINED3DRS_STENCILENABLE];
803 twosided_enable = state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if (!(func = CompareFunc(state->render_states[WINED3DRS_STENCILFUNC])))
806 if (!(func_ccw = CompareFunc(state->render_states[WINED3DRS_CCW_STENCILFUNC])))
807 func_ccw = GL_ALWAYS;
808 ref = state->render_states[WINED3DRS_STENCILREF];
809 mask = state->render_states[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(state->render_states[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(state->render_states[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(state->render_states[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
830 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
831 * which has an effect on the code below too. If we apply the front face
832 * afterwards, we are sure that the active stencil face is set to front,
833 * and other stencil functions which do not use two sided stencil do not have
836 renderstate_stencil_twosided(context, GL_BACK,
837 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
838 renderstate_stencil_twosided(context, GL_FRONT,
839 func, ref, mask, stencilFail, depthFail, stencilPass);
841 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
843 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
844 checkGLcall("glStencilFuncSeparateATI(...)");
845 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
846 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
847 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
848 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
850 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
853 else if(onesided_enable)
855 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
857 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
858 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
861 /* This code disables the ATI extension as well, since the standard stencil functions are equal
862 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
866 glStencilFunc(func, ref, mask);
867 checkGLcall("glStencilFunc(...)");
868 glStencilOp(stencilFail, depthFail, stencilPass);
869 checkGLcall("glStencilOp(...)");
871 glDisable(GL_STENCIL_TEST);
872 checkGLcall("glDisable GL_STENCIL_TEST");
876 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
878 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
879 const struct wined3d_gl_info *gl_info = context->gl_info;
881 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
882 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
884 checkGLcall("glStencilMask");
885 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
886 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
890 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
892 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
895 checkGLcall("glStencilMask");
898 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
904 if (!state->render_states[WINED3DRS_FOGENABLE])
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if (state->render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
910 glHint(GL_FOG_HINT, GL_NICEST);
911 if(context->fog_coord) {
912 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
913 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
914 context->fog_coord = FALSE;
917 /* Range fog is only used with per-vertex fog in d3d */
918 if (gl_info->supported[NV_FOG_DISTANCE])
920 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
921 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
926 /* Otherwise use per-vertex fog in any case */
927 glHint(GL_FOG_HINT, GL_FASTEST);
929 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
931 /* No fog at all, or transformed vertices: Use fog coord */
932 if(!context->fog_coord) {
933 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
934 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
935 context->fog_coord = TRUE;
940 /* Otherwise, use the fragment depth */
941 if(context->fog_coord) {
942 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
943 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
944 context->fog_coord = FALSE;
947 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
949 if (gl_info->supported[NV_FOG_DISTANCE])
951 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
952 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
956 WARN("Range fog enabled, but not supported by this GL implementation.\n");
959 else if (gl_info->supported[NV_FOG_DISTANCE])
961 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
962 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
967 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
969 float fogstart, fogend;
975 switch(context->fog_source) {
981 case FOGSOURCE_COORD:
987 tmpvalue.d = state->render_states[WINED3DRS_FOGSTART];
988 fogstart = tmpvalue.f;
989 tmpvalue.d = state->render_states[WINED3DRS_FOGEND];
991 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
992 if(fogstart == fogend) {
993 fogstart = -1.0f / 0.0f;
999 /* This should not happen.context->fog_source is set in wined3d, not the app.
1000 * Still this is needed to make the compiler happy
1002 ERR("Unexpected fog coordinate source\n");
1007 glFogf(GL_FOG_START, fogstart);
1008 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1009 TRACE("Fog Start == %f\n", fogstart);
1011 glFogf(GL_FOG_END, fogend);
1012 checkGLcall("glFogf(GL_FOG_END, fogend)");
1013 TRACE("Fog End == %f\n", fogend);
1016 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1018 enum fogsource new_source;
1020 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1022 if (!state->render_states[WINED3DRS_FOGENABLE])
1024 /* No fog? Disable it, and we're done :-) */
1025 glDisableWINE(GL_FOG);
1026 checkGLcall("glDisable GL_FOG");
1032 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1033 * It can use the Z value of the vertex, or the alpha component of the specular color.
1034 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1035 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1036 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 * FOGTABLEMODE != NONE:
1039 * The Z value is used, with the equation specified, no matter what vertex type.
1041 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1042 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1046 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1049 * Rules for vertex fog with shaders:
1051 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1052 * the fog computation to happen during transformation while openGL expects it to happen
1053 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1054 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1055 * To solve this problem, WineD3D does:
1056 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1058 * and 2) disables the fog computation (in either the fixed function or programmable
1059 * rasterizer) if using a vertex program.
1061 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1062 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1063 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1064 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1065 * There are some GL differences between specular fog coords and vertex shaders though.
1067 * With table fog the vertex shader fog coordinate is ignored.
1069 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1073 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1074 * the system will apply only pixel(=table) fog effects."
1076 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1080 glFogi(GL_FOG_MODE, GL_LINEAR);
1081 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1082 new_source = FOGSOURCE_VS;
1086 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1088 /* If processed vertices are used, fall through to the NONE case */
1089 case WINED3DFOG_EXP:
1090 if(!context->last_was_rhw) {
1091 glFogi(GL_FOG_MODE, GL_EXP);
1092 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1093 new_source = FOGSOURCE_FFP;
1098 case WINED3DFOG_EXP2:
1099 if(!context->last_was_rhw) {
1100 glFogi(GL_FOG_MODE, GL_EXP2);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1102 new_source = FOGSOURCE_FFP;
1107 case WINED3DFOG_LINEAR:
1108 if(!context->last_was_rhw) {
1109 glFogi(GL_FOG_MODE, GL_LINEAR);
1110 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1111 new_source = FOGSOURCE_FFP;
1116 case WINED3DFOG_NONE:
1117 /* Both are none? According to msdn the alpha channel of the specular
1118 * color contains a fog factor. Set it in drawStridedSlow.
1119 * Same happens with Vertexfog on transformed vertices
1121 new_source = FOGSOURCE_COORD;
1122 glFogi(GL_FOG_MODE, GL_LINEAR);
1123 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1127 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1128 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1129 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1133 new_source = FOGSOURCE_FFP;
1135 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1137 case WINED3DFOG_EXP:
1138 glFogi(GL_FOG_MODE, GL_EXP);
1139 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1142 case WINED3DFOG_EXP2:
1143 glFogi(GL_FOG_MODE, GL_EXP2);
1144 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1147 case WINED3DFOG_LINEAR:
1148 glFogi(GL_FOG_MODE, GL_LINEAR);
1149 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1152 case WINED3DFOG_NONE: /* Won't happen */
1154 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1155 state->render_states[WINED3DRS_FOGTABLEMODE]);
1159 glEnableWINE(GL_FOG);
1160 checkGLcall("glEnable GL_FOG");
1161 if (new_source != context->fog_source)
1163 context->fog_source = new_source;
1164 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
1168 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1172 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_FOGCOLOR], col);
1173 glFogfv(GL_FOG_COLOR, &col[0]);
1174 checkGLcall("glFog GL_FOG_COLOR");
1177 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1184 tmpvalue.d = state->render_states[WINED3DRS_FOGDENSITY];
1185 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1186 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1189 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1191 const struct wined3d_device *device = context->swapchain->device;
1194 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1195 * The vertex declaration will call this function if the fixed function pipeline is used.
1198 if(isStateDirty(context, STATE_VDECL)) {
1202 context->num_untracked_materials = 0;
1203 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1204 && state->render_states[WINED3DRS_COLORVERTEX])
1206 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1207 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1208 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1209 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1210 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1212 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1214 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1215 Parm = GL_AMBIENT_AND_DIFFUSE;
1218 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1220 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1221 context->num_untracked_materials++;
1223 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1225 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1226 context->num_untracked_materials++;
1229 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1232 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1234 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1235 context->num_untracked_materials++;
1237 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1239 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1240 context->num_untracked_materials++;
1243 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1246 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1248 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1249 context->num_untracked_materials++;
1252 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1258 /* Nothing changed, return. */
1259 if (Parm == context->tracking_parm) return;
1262 glDisable(GL_COLOR_MATERIAL);
1263 checkGLcall("glDisable GL_COLOR_MATERIAL");
1265 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1266 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1267 glEnable(GL_COLOR_MATERIAL);
1268 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1271 /* Apparently calls to glMaterialfv are ignored for properties we're
1272 * tracking with glColorMaterial, so apply those here. */
1273 switch (context->tracking_parm) {
1274 case GL_AMBIENT_AND_DIFFUSE:
1275 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1277 checkGLcall("glMaterialfv");
1281 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1282 checkGLcall("glMaterialfv");
1286 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1287 checkGLcall("glMaterialfv");
1291 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1292 checkGLcall("glMaterialfv");
1296 /* Only change material color if specular is enabled, otherwise it is set to black */
1297 if (state->render_states[WINED3DRS_SPECULARENABLE])
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1300 checkGLcall("glMaterialfv");
1304 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1305 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1306 checkGLcall("glMaterialfv");
1311 context->tracking_parm = Parm;
1314 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1318 WINED3DLINEPATTERN lp;
1320 tmppattern.d = state->render_states[WINED3DRS_LINEPATTERN];
1322 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1324 if (tmppattern.lp.wRepeatFactor) {
1325 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1326 checkGLcall("glLineStipple(repeat, linepattern)");
1327 glEnable(GL_LINE_STIPPLE);
1328 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1330 glDisable(GL_LINE_STIPPLE);
1331 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1335 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1337 if (isStateDirty(context, STATE_VDECL))
1340 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1341 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1342 * by zero and is not properly defined in opengl, so avoid it
1344 if (state->render_states[WINED3DRS_NORMALIZENORMALS]
1345 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1347 glEnable(GL_NORMALIZE);
1348 checkGLcall("glEnable(GL_NORMALIZE);");
1352 glDisable(GL_NORMALIZE);
1353 checkGLcall("glDisable(GL_NORMALIZE);");
1357 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1364 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1365 if (tmpvalue.f != 1.0f)
1367 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1369 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1370 if (tmpvalue.f != 64.0f)
1372 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1377 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1379 const struct wined3d_gl_info *gl_info = context->gl_info;
1386 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1387 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1389 /* Max point size trumps min point size */
1394 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1395 checkGLcall("glPointParameterfEXT(...)");
1396 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1397 checkGLcall("glPointParameterfEXT(...)");
1400 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1402 const struct wined3d_gl_info *gl_info = context->gl_info;
1409 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1410 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1412 /* Max point size trumps min point size */
1417 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1418 checkGLcall("glPointParameterfARB(...)");
1419 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1420 checkGLcall("glPointParameterfARB(...)");
1423 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1425 const struct wined3d_gl_info *gl_info = context->gl_info;
1426 /* TODO: Group this with the viewport */
1428 * POINTSCALEENABLE controls how point size value is treated. If set to
1429 * true, the point size is scaled with respect to height of viewport.
1430 * When set to false point size is in pixels.
1433 /* Default values */
1434 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1438 } pointSize, A, B, C;
1440 pointSize.d = state->render_states[WINED3DRS_POINTSIZE];
1441 A.d = state->render_states[WINED3DRS_POINTSCALE_A];
1442 B.d = state->render_states[WINED3DRS_POINTSCALE_B];
1443 C.d = state->render_states[WINED3DRS_POINTSCALE_C];
1445 if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1447 DWORD h = state->viewport.height;
1448 GLfloat scaleFactor;
1450 if (pointSize.f < gl_info->limits.pointsize_min)
1452 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1453 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1454 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1455 * are less than 1.0f. scale_factor = 1.0f / point_size.
1457 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1458 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1459 * is 1.0, but then accepts points below that and draws too small points
1461 pointSize.f = gl_info->limits.pointsize_min;
1463 else if(pointSize.f > gl_info->limits.pointsize_max)
1465 /* gl already scales the input to glPointSize,
1466 * d3d scales the result after the point size scale.
1467 * If the point size is bigger than the max size, use the
1468 * scaling to scale it bigger, and set the gl point size to max
1470 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1471 TRACE("scale: %f\n", scaleFactor);
1472 pointSize.f = gl_info->limits.pointsize_max;
1476 scaleFactor = powf(h * scaleFactor, 2);
1478 att[0] = A.f / scaleFactor;
1479 att[1] = B.f / scaleFactor;
1480 att[2] = C.f / scaleFactor;
1483 if (gl_info->supported[ARB_POINT_PARAMETERS])
1485 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1486 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1488 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1490 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1491 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1493 else if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1495 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1498 glPointSize(pointSize.f);
1499 checkGLcall("glPointSize(...);");
1502 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1504 WARN("token: %#x.\n", state->render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1507 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1509 DWORD mask0 = state->render_states[WINED3DRS_COLORWRITEENABLE];
1510 DWORD mask1 = state->render_states[WINED3DRS_COLORWRITEENABLE1];
1511 DWORD mask2 = state->render_states[WINED3DRS_COLORWRITEENABLE2];
1512 DWORD mask3 = state->render_states[WINED3DRS_COLORWRITEENABLE3];
1514 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1515 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1516 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1517 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1518 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1519 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1520 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1521 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1522 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1523 checkGLcall("glColorMask(...)");
1525 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1526 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1528 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1529 mask0, mask1, mask2, mask3);
1530 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1534 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1536 GL_EXTCALL(glColorMaskIndexedEXT(index,
1537 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1538 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1539 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1540 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1543 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1545 set_color_mask(context->gl_info, 0, state->render_states[WINED3DRS_COLORWRITEENABLE]);
1548 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1550 set_color_mask(context->gl_info, 1, state->render_states[WINED3DRS_COLORWRITEENABLE1]);
1553 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1555 set_color_mask(context->gl_info, 2, state->render_states[WINED3DRS_COLORWRITEENABLE2]);
1558 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1560 set_color_mask(context->gl_info, 3, state->render_states[WINED3DRS_COLORWRITEENABLE3]);
1563 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1565 if (state->render_states[WINED3DRS_LOCALVIEWER])
1567 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1568 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1570 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1571 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1575 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1577 if (state->render_states[WINED3DRS_LASTPIXEL])
1579 TRACE("Last Pixel Drawing Enabled\n");
1585 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1588 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1593 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1597 /* TODO: NV_POINT_SPRITE */
1598 if (!warned && state->render_states[WINED3DRS_POINTSPRITEENABLE])
1600 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1601 FIXME("Point sprites not supported\n");
1606 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1608 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1610 glEnable(GL_POINT_SPRITE_ARB);
1611 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1613 glDisable(GL_POINT_SPRITE_ARB);
1614 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1618 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1620 if (state->render_states[WINED3DRS_WRAP0]
1621 || state->render_states[WINED3DRS_WRAP1]
1622 || state->render_states[WINED3DRS_WRAP2]
1623 || state->render_states[WINED3DRS_WRAP3]
1624 || state->render_states[WINED3DRS_WRAP4]
1625 || state->render_states[WINED3DRS_WRAP5]
1626 || state->render_states[WINED3DRS_WRAP6]
1627 || state->render_states[WINED3DRS_WRAP7]
1628 || state->render_states[WINED3DRS_WRAP8]
1629 || state->render_states[WINED3DRS_WRAP9]
1630 || state->render_states[WINED3DRS_WRAP10]
1631 || state->render_states[WINED3DRS_WRAP11]
1632 || state->render_states[WINED3DRS_WRAP12]
1633 || state->render_states[WINED3DRS_WRAP13]
1634 || state->render_states[WINED3DRS_WRAP14]
1635 || state->render_states[WINED3DRS_WRAP15])
1636 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1639 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1641 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1642 WARN("Multisample antialiasing not supported by GL.\n");
1645 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1647 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1649 glEnable(GL_MULTISAMPLE_ARB);
1650 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1652 glDisable(GL_MULTISAMPLE_ARB);
1653 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1657 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1659 if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
1661 glEnable(GL_SCISSOR_TEST);
1662 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1664 glDisable(GL_SCISSOR_TEST);
1665 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1669 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1670 * OpenGL the bias is specified in units of "the smallest value that is
1671 * guaranteed to produce a resolvable offset for a given implementation". To
1672 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1673 * There's no practical way to retrieve that value from a given GL
1674 * implementation, but the D3D application has essentially the same problem,
1675 * which makes a guess of the depth buffer format's highest possible value a
1676 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1677 * depth slope, and doesn't need to be scaled. */
1678 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1680 if (state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1681 || state->render_states[WINED3DRS_DEPTHBIAS])
1683 const struct wined3d_surface *depth = state->fb->depth_stencil;
1690 } scale_bias, const_bias;
1692 scale_bias.d = state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1693 const_bias.d = state->render_states[WINED3DRS_DEPTHBIAS];
1695 glEnable(GL_POLYGON_OFFSET_FILL);
1696 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1698 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1700 float bias = -(float)const_bias.d;
1701 glPolygonOffset(bias, bias);
1702 checkGLcall("glPolygonOffset");
1708 const struct wined3d_format *fmt = depth->resource.format;
1709 scale = powf(2, fmt->depth_size) - 1;
1710 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1711 debug_d3dformat(fmt->id), scale);
1715 /* The context manager will reapply this state on a depth stencil change */
1716 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1720 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1721 checkGLcall("glPolygonOffset(...)");
1726 glDisable(GL_POLYGON_OFFSET_FILL);
1727 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1731 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1733 if (state->render_states[WINED3DRS_ZVISIBLE])
1734 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1737 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1739 if (state->render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1741 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1742 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1744 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1745 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1749 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1751 if (state->render_states[WINED3DRS_STIPPLEDALPHA])
1752 FIXME("Stippled Alpha not supported yet.\n");
1755 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1757 if (state->render_states[WINED3DRS_ANTIALIAS])
1758 FIXME("Antialias not supported yet.\n");
1761 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1763 if (state->render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1764 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1765 state->render_states[WINED3DRS_MULTISAMPLEMASK]);
1768 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1770 if (state->render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1771 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1772 state->render_states[WINED3DRS_PATCHEDGESTYLE]);
1775 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1783 if (state->render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1785 static BOOL displayed = FALSE;
1787 tmpvalue.d = state->render_states[WINED3DRS_PATCHSEGMENTS];
1789 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1795 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1797 if (state->render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1798 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1799 state->render_states[WINED3DRS_POSITIONDEGREE]);
1802 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1804 if (state->render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1805 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1806 state->render_states[WINED3DRS_NORMALDEGREE]);
1809 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1811 if (state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1812 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1813 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1816 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1823 const struct wined3d_gl_info *gl_info = context->gl_info;
1825 if (state->render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1827 zmin.d = state->render_states[WINED3DRS_ADAPTIVETESS_Z];
1828 zmax.d = state->render_states[WINED3DRS_ADAPTIVETESS_W];
1830 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1831 * In d3d9 test is not performed in this case*/
1832 if (zmin.f <= zmax.f)
1834 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1835 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1836 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1837 checkGLcall("glDepthBoundsEXT(...)");
1840 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1841 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1845 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1846 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1849 state_tessellation(context, state, STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION));
1852 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1854 if (state->render_states[WINED3DRS_WRAPU])
1855 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1858 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1860 if (state->render_states[WINED3DRS_WRAPV])
1861 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1864 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1866 if (state->render_states[WINED3DRS_MONOENABLE])
1867 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1870 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1872 if (state->render_states[WINED3DRS_ROP2])
1873 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1876 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1878 if (state->render_states[WINED3DRS_PLANEMASK])
1879 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1882 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1884 if (state->render_states[WINED3DRS_SUBPIXEL])
1885 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1888 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1890 if (state->render_states[WINED3DRS_SUBPIXELX])
1891 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1894 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1896 if (state->render_states[WINED3DRS_STIPPLEENABLE])
1897 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1900 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1902 if (state->render_states[WINED3DRS_MIPMAPLODBIAS])
1903 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1906 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1908 if (state->render_states[WINED3DRS_ANISOTROPY])
1909 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1912 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1914 if (state->render_states[WINED3DRS_FLUSHBATCH])
1915 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1918 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1920 if (state->render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1921 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1924 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1926 if (state->render_states[WINED3DRS_EXTENTS])
1927 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1930 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1932 if (state->render_states[WINED3DRS_COLORKEYBLENDENABLE])
1933 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1936 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1938 if (state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1939 FIXME("Software vertex processing not implemented.\n");
1942 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1943 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1944 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1945 * flag specifies the complement of the input should be used. */
1946 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1947 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1949 /* Calculate the operand */
1951 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1952 else *operand = GL_ONE_MINUS_SRC_COLOR;
1954 if (from_alpha) *operand = GL_SRC_ALPHA;
1955 else *operand = GL_SRC_COLOR;
1958 /* Calculate the source */
1959 switch (arg & WINED3DTA_SELECTMASK) {
1960 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1961 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1962 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1963 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1964 case WINED3DTA_SPECULAR:
1966 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1967 * 'Secondary color' and isn't supported until base GL supports it
1968 * There is no concept of temp registers as far as I can tell
1970 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1971 *source = GL_TEXTURE;
1974 FIXME("Unrecognized texture arg %#x\n", arg);
1975 *source = GL_TEXTURE;
1980 /* Setup the texture operations texture stage states */
1981 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1982 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1984 GLenum src1, src2, src3;
1985 GLenum opr1, opr2, opr3;
1987 GLenum src0_target, src1_target, src2_target;
1988 GLenum opr0_target, opr1_target, opr2_target;
1990 GLenum opr=0, invopr, src3_target, opr3_target;
1991 BOOL Handled = FALSE;
1993 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1995 /* This is called by a state handler which has the gl lock held and a context for the thread */
1997 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1998 the form (a1 <operation> a2). However, some of the more complex operations
1999 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2000 in a third parameter called a0. Therefore these are operations of the form
2001 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2003 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2004 functions below, expect their syntax to differ slightly to those listed in the
2005 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2006 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2010 comb_target = GL_COMBINE_ALPHA;
2011 src0_target = GL_SOURCE0_ALPHA;
2012 src1_target = GL_SOURCE1_ALPHA;
2013 src2_target = GL_SOURCE2_ALPHA;
2014 opr0_target = GL_OPERAND0_ALPHA;
2015 opr1_target = GL_OPERAND1_ALPHA;
2016 opr2_target = GL_OPERAND2_ALPHA;
2017 scal_target = GL_ALPHA_SCALE;
2021 comb_target = GL_COMBINE_RGB;
2022 src0_target = GL_SOURCE0_RGB;
2023 src1_target = GL_SOURCE1_RGB;
2024 src2_target = GL_SOURCE2_RGB;
2025 opr0_target = GL_OPERAND0_RGB;
2026 opr1_target = GL_OPERAND1_RGB;
2027 opr2_target = GL_OPERAND2_RGB;
2028 scal_target = GL_RGB_SCALE;
2031 /* If a texture stage references an invalid texture unit the stage just
2032 * passes through the result from the previous stage */
2033 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2035 arg1 = WINED3DTA_CURRENT;
2036 op = WINED3DTOP_SELECTARG1;
2039 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2041 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2043 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2045 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2046 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2048 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2050 Handled = TRUE; /* Assume will be handled */
2052 /* Other texture operations require special extensions: */
2053 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2057 invopr = GL_ONE_MINUS_SRC_ALPHA;
2058 src3_target = GL_SOURCE3_ALPHA_NV;
2059 opr3_target = GL_OPERAND3_ALPHA_NV;
2062 invopr = GL_ONE_MINUS_SRC_COLOR;
2063 src3_target = GL_SOURCE3_RGB_NV;
2064 opr3_target = GL_OPERAND3_RGB_NV;
2067 case WINED3DTOP_DISABLE: /* Only for alpha */
2068 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2069 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2070 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2071 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2072 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2073 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2074 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2076 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2077 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2078 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2081 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2082 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2083 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2084 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2085 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2087 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2088 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2089 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2090 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2091 if (op == WINED3DTOP_SELECTARG1) {
2092 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2093 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2094 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2095 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2097 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2098 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2099 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2100 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2102 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2103 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2104 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2105 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2106 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2107 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2108 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2109 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2110 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2111 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2112 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2113 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2116 case WINED3DTOP_MODULATE:
2117 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2118 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2119 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2120 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2121 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2122 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2123 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2124 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2125 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2126 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2127 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2128 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2129 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2130 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2131 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2132 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2133 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2134 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2135 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2136 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2138 case WINED3DTOP_MODULATE2X:
2139 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2140 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2141 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2142 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2143 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2144 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2145 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2146 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2147 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2148 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2149 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2150 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2151 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2152 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2153 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2154 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2155 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2156 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2157 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2158 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2160 case WINED3DTOP_MODULATE4X:
2161 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2162 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2163 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2164 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2165 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2166 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2167 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2168 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2169 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2170 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2171 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2172 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2173 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2174 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2175 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2177 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2178 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2179 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2180 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2183 case WINED3DTOP_ADD:
2184 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2185 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2186 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2187 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2188 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2189 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2190 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2191 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2192 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2193 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2194 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2195 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2196 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2197 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2198 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2199 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2200 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2201 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2202 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2203 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2206 case WINED3DTOP_ADDSIGNED:
2207 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2208 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2209 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2210 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2211 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2212 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2213 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2214 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2215 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2216 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2217 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2218 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2219 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2220 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2221 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2222 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2223 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2224 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2225 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2226 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2229 case WINED3DTOP_ADDSIGNED2X:
2230 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2231 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2232 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2233 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2234 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2235 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2236 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2237 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2238 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2239 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2240 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2241 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2242 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2243 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2244 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2245 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2246 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2247 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2248 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2249 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2252 case WINED3DTOP_ADDSMOOTH:
2253 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2254 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2255 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2256 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2257 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2258 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2259 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2260 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2261 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2262 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2263 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2264 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2265 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2266 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2267 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2268 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2270 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2271 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2272 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2273 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2275 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2276 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2277 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2278 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2281 case WINED3DTOP_BLENDDIFFUSEALPHA:
2282 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2283 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2284 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2285 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2286 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2287 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2288 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2289 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2290 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2291 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2292 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2293 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2294 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2295 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2296 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2297 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2298 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2299 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2300 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2301 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2303 case WINED3DTOP_BLENDTEXTUREALPHA:
2304 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2305 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2306 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2307 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2308 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2309 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2310 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2311 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2312 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2313 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2314 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2315 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2316 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2317 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2318 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2319 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2320 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2321 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2322 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2323 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2325 case WINED3DTOP_BLENDFACTORALPHA:
2326 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2327 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2328 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2329 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2330 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2331 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2332 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2333 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2334 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2335 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2336 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2337 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2338 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2339 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2340 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2341 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2342 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2343 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2344 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2345 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2347 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2348 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2349 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2350 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2351 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2352 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2353 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2354 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2355 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2356 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2357 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2358 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2359 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2360 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2361 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2362 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2363 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2364 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2365 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2366 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2367 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2369 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2370 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2371 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2372 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2373 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2374 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2375 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2376 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2377 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2378 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2379 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2380 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2381 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2382 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2383 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2384 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2385 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2387 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2388 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2390 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2391 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2392 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2393 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2395 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2396 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2397 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2398 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2400 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2401 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2402 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2403 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2404 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2405 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2406 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2407 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2409 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2410 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2412 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2413 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2414 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2415 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2416 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2417 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2418 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2419 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2421 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2422 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2423 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2424 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2425 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2426 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2427 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2428 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2429 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2430 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2431 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2432 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2433 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2434 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2435 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2436 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2437 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2439 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2440 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2441 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2442 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2444 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2445 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2446 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2447 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2449 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2450 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2451 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2452 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2453 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2455 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2456 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2457 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2458 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2460 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2461 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2462 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2463 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2464 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2465 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2466 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2467 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2469 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2470 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2472 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2473 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2474 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2475 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2476 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2477 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2478 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2479 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2481 case WINED3DTOP_MULTIPLYADD:
2482 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2483 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2484 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2485 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2486 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2487 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2488 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2489 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2490 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2491 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2492 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2493 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2494 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2495 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2496 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2497 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2498 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2499 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2500 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2501 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2504 case WINED3DTOP_BUMPENVMAP:
2508 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2509 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2515 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2516 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2520 } /* GL_NV_texture_env_combine4 */
2522 Handled = TRUE; /* Again, assume handled */
2524 case WINED3DTOP_DISABLE: /* Only for alpha */
2525 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2526 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2527 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2528 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2529 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2530 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2531 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2532 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 case WINED3DTOP_SELECTARG1:
2535 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2536 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2537 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2538 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2539 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2540 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2541 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2544 case WINED3DTOP_SELECTARG2:
2545 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2547 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2549 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2551 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2552 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2554 case WINED3DTOP_MODULATE:
2555 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2556 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2557 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2558 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2559 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2560 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2561 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2562 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2563 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2564 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2565 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2566 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2568 case WINED3DTOP_MODULATE2X:
2569 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2570 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2571 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2572 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2573 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2574 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2575 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2576 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2577 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2578 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2579 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2580 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2582 case WINED3DTOP_MODULATE4X:
2583 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2584 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2585 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2586 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2587 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2588 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2589 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2590 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2591 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2592 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2593 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2594 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2596 case WINED3DTOP_ADD:
2597 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2598 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2599 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2600 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2601 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2602 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2603 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2604 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2605 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2606 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2607 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2608 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2610 case WINED3DTOP_ADDSIGNED:
2611 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2612 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2613 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2614 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2615 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2616 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2617 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2618 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2619 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2620 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2621 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2622 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624 case WINED3DTOP_ADDSIGNED2X:
2625 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2627 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2629 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2630 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2631 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2632 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2633 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2634 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2635 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2636 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2638 case WINED3DTOP_SUBTRACT:
2639 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2641 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2643 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2647 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2648 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2649 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2650 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2651 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2652 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2654 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2658 case WINED3DTOP_BLENDDIFFUSEALPHA:
2659 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2660 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2661 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2662 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2663 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2664 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2665 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2666 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2667 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2668 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2669 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2670 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2671 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2672 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2673 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2674 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2676 case WINED3DTOP_BLENDTEXTUREALPHA:
2677 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2678 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
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, src2_target, GL_TEXTURE);
2688 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2689 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2690 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2691 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2692 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2694 case WINED3DTOP_BLENDFACTORALPHA:
2695 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2697 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2700 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2701 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2702 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2703 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2704 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2705 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2706 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2707 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2708 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2709 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2710 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2712 case WINED3DTOP_BLENDCURRENTALPHA:
2713 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2714 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2715 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2716 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2717 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2718 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2719 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2720 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2721 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2722 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2723 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2724 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2725 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2726 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2727 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2728 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2730 case WINED3DTOP_DOTPRODUCT3:
2731 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2733 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2734 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2736 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2738 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2739 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2741 FIXME("This version of opengl does not support GL_DOT3\n");
2743 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2744 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2745 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2746 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2747 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2748 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2749 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2750 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2751 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2752 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2754 case WINED3DTOP_LERP:
2755 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2756 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2757 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2758 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2759 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2760 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2761 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2762 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2763 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2764 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2765 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2766 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2767 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2768 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2769 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2770 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2772 case WINED3DTOP_ADDSMOOTH:
2773 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2775 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2776 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2777 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2780 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2781 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2782 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2783 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2785 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2786 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2787 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2788 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2789 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2790 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2791 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2792 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2793 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2794 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2795 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2796 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2800 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2801 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2803 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2804 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2805 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2806 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2807 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2808 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2809 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2810 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2811 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2812 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2813 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2814 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2815 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2816 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2817 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2818 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2822 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2823 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2825 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2826 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2827 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2828 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2830 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2831 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2832 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2833 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2835 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2836 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2837 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2838 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2839 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2840 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2841 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2842 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2843 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2844 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2845 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2846 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2850 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2851 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2853 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2854 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2855 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2856 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2857 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2858 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2859 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2860 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2862 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2863 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2864 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2865 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2867 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2868 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2869 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2870 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2871 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2872 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2873 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2874 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2878 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2879 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2881 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2882 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2883 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2884 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2886 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2887 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2888 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2889 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2891 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2892 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2893 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2894 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2895 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2896 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2897 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2898 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2899 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2900 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2901 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2902 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2906 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2907 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2909 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2910 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2911 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2912 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2914 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2915 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2916 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2917 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2919 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2920 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2921 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2922 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2924 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2925 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2926 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2927 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2929 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2930 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2931 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2932 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2933 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2934 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2935 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2936 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2940 case WINED3DTOP_MULTIPLYADD:
2941 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2943 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2944 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2945 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2946 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2947 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2948 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2949 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2950 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2951 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2952 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2953 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2954 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2955 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2956 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2957 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2958 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2962 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2963 case WINED3DTOP_BUMPENVMAP:
2964 if (gl_info->supported[NV_TEXTURE_SHADER2])
2966 /* Technically texture shader support without register combiners is possible, but not expected to occur
2967 * on real world cards, so for now a fixme should be enough
2969 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2976 BOOL combineOK = TRUE;
2977 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2982 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2984 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2986 /* Note: If COMBINE4 in effect can't go back to combine! */
2988 case WINED3DTOP_ADDSMOOTH:
2989 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2990 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2991 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2992 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2993 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2994 case WINED3DTOP_MULTIPLYADD:
2995 /* Ignore those implemented in both cases */
2997 case WINED3DTOP_SELECTARG1:
2998 case WINED3DTOP_SELECTARG2:
3003 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3011 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3012 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3018 /* After all the extensions, if still unhandled, report fixme */
3019 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3023 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3025 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3026 const struct wined3d_device *device = context->swapchain->device;
3027 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3028 DWORD mapped_stage = device->texUnitMap[stage];
3029 const struct wined3d_gl_info *gl_info = context->gl_info;
3031 TRACE("Setting color op for stage %d\n", stage);
3033 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3034 if (use_ps(state)) return;
3036 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3038 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3040 if (tex_used && mapped_stage >= gl_info->limits.textures)
3042 FIXME("Attempt to enable unsupported stage!\n");
3045 context_active_texture(context, gl_info, mapped_stage);
3048 if (stage >= state->lowest_disabled_stage)
3050 TRACE("Stage disabled\n");
3051 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3053 /* Disable everything here */
3054 glDisable(GL_TEXTURE_2D);
3055 checkGLcall("glDisable(GL_TEXTURE_2D)");
3056 glDisable(GL_TEXTURE_3D);
3057 checkGLcall("glDisable(GL_TEXTURE_3D)");
3058 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3060 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3061 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3063 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3065 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3066 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3073 /* The sampler will also activate the correct texture dimensions, so no
3074 * need to do it here if the sampler for this stage is dirty. */
3075 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3076 texture_activate_dimensions(state->textures[stage], gl_info);
3078 set_tex_op(gl_info, state, FALSE, stage,
3079 state->texture_states[stage][WINED3DTSS_COLOROP],
3080 state->texture_states[stage][WINED3DTSS_COLORARG1],
3081 state->texture_states[stage][WINED3DTSS_COLORARG2],
3082 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3085 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3087 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3088 const struct wined3d_device *device = context->swapchain->device;
3089 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3090 DWORD mapped_stage = device->texUnitMap[stage];
3091 const struct wined3d_gl_info *gl_info = context->gl_info;
3092 DWORD op, arg1, arg2, arg0;
3094 TRACE("Setting alpha op for stage %d\n", stage);
3095 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3096 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3098 if (tex_used && mapped_stage >= gl_info->limits.textures)
3100 FIXME("Attempt to enable unsupported stage!\n");
3103 context_active_texture(context, gl_info, mapped_stage);
3106 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3107 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3108 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3109 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3111 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3113 struct wined3d_texture *texture = state->textures[0];
3114 GLenum texture_dimensions = texture->target;
3116 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3118 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3120 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3122 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3123 * properly. On the other hand applications can still use texture combiners apparently. This code
3124 * takes care that apps cannot remove the texture's alpha channel entirely.
3126 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3127 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3128 * and alpha component of diffuse color to draw things like translucent text and perform other
3131 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3132 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3133 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3134 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3135 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3136 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3137 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3138 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3139 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3142 * What to do with multitexturing? So far no app has been found that uses color keying with
3144 if (op == WINED3DTOP_DISABLE)
3146 arg1 = WINED3DTA_TEXTURE;
3147 op = WINED3DTOP_SELECTARG1;
3149 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3151 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3153 arg2 = WINED3DTA_TEXTURE;
3154 op = WINED3DTOP_MODULATE;
3156 else arg1 = WINED3DTA_TEXTURE;
3158 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3160 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3162 arg1 = WINED3DTA_TEXTURE;
3163 op = WINED3DTOP_MODULATE;
3165 else arg2 = WINED3DTA_TEXTURE;
3171 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3172 * this if block here, and the other code(color keying, texture unit selection) are the same
3174 TRACE("Setting alpha op for stage %d\n", stage);
3175 if (gl_info->supported[NV_REGISTER_COMBINERS])
3177 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3178 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3182 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3186 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3188 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3189 const struct wined3d_device *device = context->swapchain->device;
3190 const struct wined3d_gl_info *gl_info = context->gl_info;
3191 DWORD mapped_stage = device->texUnitMap[texUnit];
3195 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3196 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3198 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3202 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3203 if (mapped_stage >= gl_info->limits.textures) return;
3205 context_active_texture(context, gl_info, mapped_stage);
3206 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3207 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3209 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3210 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3211 generated, context->last_was_rhw,
3212 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3213 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3214 : WINED3DFMT_UNKNOWN,
3215 device->frag_pipe->ffp_proj_control);
3217 /* The sampler applying function calls us if this changes */
3218 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3221 FIXME("Non-power2 texture being used with generated texture coords\n");
3223 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3224 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3227 TRACE("Non power two matrix multiply fixup\n");
3228 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3233 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3235 unsigned int texture_idx;
3237 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3239 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3240 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3244 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3245 GLuint *curVBO, const struct wined3d_state *state)
3247 const struct wined3d_device *device = context->swapchain->device;
3248 const struct wined3d_gl_info *gl_info = context->gl_info;
3249 unsigned int mapped_stage = 0;
3250 unsigned int textureNo = 0;
3252 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3254 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3256 mapped_stage = device->texUnitMap[textureNo];
3257 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3259 if (mapped_stage >= gl_info->limits.texture_coords)
3261 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3265 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3267 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3269 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3270 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3272 if (*curVBO != e->data.buffer_object)
3274 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3275 checkGLcall("glBindBufferARB");
3276 *curVBO = e->data.buffer_object;
3279 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3280 checkGLcall("glClientActiveTextureARB");
3282 /* The coords to supply depend completely on the fvf / vertex shader */
3283 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3284 e->data.addr + state->load_base_vertex_index * e->stride);
3285 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3289 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3292 if (gl_info->supported[NV_REGISTER_COMBINERS])
3294 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3295 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3297 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3301 checkGLcall("loadTexCoords");
3304 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3306 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3307 const struct wined3d_device *device = context->swapchain->device;
3308 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3309 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3310 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3311 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3312 const struct wined3d_gl_info *gl_info = context->gl_info;
3313 DWORD mapped_stage = device->texUnitMap[stage];
3315 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3317 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3321 if (mapped_stage >= gl_info->limits.fragment_samplers)
3323 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3326 context_active_texture(context, gl_info, mapped_stage);
3328 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3330 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3331 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3332 * means use the vertex position (camera-space) as the input texture coordinates
3333 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3334 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3335 * to the TEXCOORDINDEX value
3337 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3339 case WINED3DTSS_TCI_PASSTHRU:
3340 /* Use the specified texture coordinates contained within the
3341 * vertex format. This value resolves to zero. */
3342 glDisable(GL_TEXTURE_GEN_S);
3343 glDisable(GL_TEXTURE_GEN_T);
3344 glDisable(GL_TEXTURE_GEN_R);
3345 glDisable(GL_TEXTURE_GEN_Q);
3346 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3349 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3350 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3351 * as the input texture coordinates for this stage's texture transformation. This
3352 * equates roughly to EYE_LINEAR */
3354 glMatrixMode(GL_MODELVIEW);
3357 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3358 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3359 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3360 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3362 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3364 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3365 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3366 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3367 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3369 glEnable(GL_TEXTURE_GEN_S);
3370 glEnable(GL_TEXTURE_GEN_T);
3371 glEnable(GL_TEXTURE_GEN_R);
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3376 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3377 /* Note that NV_TEXGEN_REFLECTION support is implied when
3378 * ARB_TEXTURE_CUBE_MAP is supported */
3379 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3381 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3385 glMatrixMode(GL_MODELVIEW);
3388 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3389 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3390 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3391 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3393 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3395 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3396 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3397 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3398 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3400 glEnable(GL_TEXTURE_GEN_S);
3401 glEnable(GL_TEXTURE_GEN_T);
3402 glEnable(GL_TEXTURE_GEN_R);
3403 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3407 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3408 /* Note that NV_TEXGEN_REFLECTION support is implied when
3409 * ARB_TEXTURE_CUBE_MAP is supported */
3410 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3412 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3416 glMatrixMode(GL_MODELVIEW);
3419 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3420 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3421 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3422 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3424 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3426 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3427 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3428 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3429 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3431 glEnable(GL_TEXTURE_GEN_S);
3432 glEnable(GL_TEXTURE_GEN_T);
3433 glEnable(GL_TEXTURE_GEN_R);
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3438 case WINED3DTSS_TCI_SPHEREMAP:
3439 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3440 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3441 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3443 glEnable(GL_TEXTURE_GEN_S);
3444 glEnable(GL_TEXTURE_GEN_T);
3445 glDisable(GL_TEXTURE_GEN_R);
3446 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3451 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3452 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3453 glDisable(GL_TEXTURE_GEN_S);
3454 glDisable(GL_TEXTURE_GEN_T);
3455 glDisable(GL_TEXTURE_GEN_R);
3456 glDisable(GL_TEXTURE_GEN_Q);
3457 checkGLcall("Disable texgen.");
3462 /* Update the texture matrix. */
3463 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3464 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3466 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3467 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3468 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3469 * and do all the things linked to it
3470 * TODO: Tidy that up to reload only the arrays of the changed unit
3472 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3474 unload_tex_coords(gl_info);
3475 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3479 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3481 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3482 const struct wined3d_shader *ps = state->pixel_shader;
3484 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3486 /* The pixel shader has to know the luminance scale. Do a constants
3487 * update if it isn't scheduled anyway. */
3488 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3489 && !isStateDirty(context, STATE_PIXELSHADER))
3490 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3494 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3496 const DWORD sampler = state_id - STATE_SAMPLER(0);
3497 const struct wined3d_texture *texture = state->textures[sampler];
3499 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3501 if(!texture) return;
3502 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3503 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3504 * scaling is reapplied or removed, the texture matrix has to be reapplied
3506 * The mapped stage is already active because the sampler() function below, which is part of the
3509 if (sampler < MAX_TEXTURES)
3511 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3513 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3515 const struct wined3d_device *device = context->swapchain->device;
3518 context->lastWasPow2Texture |= 1 << sampler;
3520 context->lastWasPow2Texture &= ~(1 << sampler);
3522 transform_texture(context, state,
3523 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3528 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3530 const struct wined3d_device *device = context->swapchain->device;
3531 DWORD sampler = state_id - STATE_SAMPLER(0);
3532 DWORD mapped_stage = device->texUnitMap[sampler];
3533 const struct wined3d_gl_info *gl_info = context->gl_info;
3539 TRACE("Sampler: %d\n", sampler);
3540 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3541 * only has to bind textures and set the per texture states
3544 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3546 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3550 if (mapped_stage >= gl_info->limits.combined_samplers)
3554 context_active_texture(context, gl_info, mapped_stage);
3556 if (state->textures[sampler])
3558 struct wined3d_texture *texture = state->textures[sampler];
3559 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3561 texture->texture_ops->texture_bind(texture, context, srgb);
3562 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3564 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3566 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3567 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3568 GL_TEXTURE_LOD_BIAS_EXT,
3570 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3573 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3575 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3577 /* If color keying is enabled update the alpha test, it
3578 * depends on the existence of a color key in stage 0. */
3579 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3583 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3584 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3585 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3589 if (sampler < state->lowest_disabled_stage)
3591 /* TODO: What should I do with pixel shaders here ??? */
3592 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3594 /* If color keying is enabled update the alpha test, it
3595 * depends on the existence of a color key in stage 0. */
3596 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3598 } /* Otherwise tex_colorop disables the stage */
3599 context_bind_texture(context, GL_NONE, 0);
3603 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3605 const struct wined3d_device *device = context->swapchain->device;
3606 BOOL use_vshader = use_vs(state);
3607 BOOL use_pshader = use_ps(state);
3612 if (!context->last_was_pshader)
3614 /* Former draw without a pixel shader, some samplers may be
3615 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3616 * make sure to enable them. */
3617 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3619 if (!isStateDirty(context, STATE_SAMPLER(i)))
3620 sampler(context, state, STATE_SAMPLER(i));
3622 context->last_was_pshader = TRUE;
3626 /* Otherwise all samplers were activated by the code above in
3627 * earlier draws, or by sampler() if a different texture was
3628 * bound. I don't have to do anything. */
3633 /* Disabled the pixel shader - color ops weren't applied while it was
3634 * enabled, so re-apply them. */
3635 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3637 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3638 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3640 context->last_was_pshader = FALSE;
3643 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3645 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3647 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3648 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3652 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3654 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3655 const struct wined3d_shader *ps = state->pixel_shader;
3657 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3659 /* The pixel shader has to know the bump env matrix. Do a constants
3660 * update if it isn't scheduled anyway. */
3661 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3662 && !isStateDirty(context, STATE_PIXELSHADER))
3663 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3667 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3669 /* This function is called by transform_view below if the view matrix was changed too
3671 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3672 * does not always update the world matrix, only on a switch between transformed
3673 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3674 * draw, but that should be rather rare and cheaper in total.
3676 glMatrixMode(GL_MODELVIEW);
3677 checkGLcall("glMatrixMode");
3679 if(context->last_was_rhw) {
3681 checkGLcall("glLoadIdentity()");
3685 /* In the general case, the view matrix is the identity matrix */
3686 if (context->swapchain->device->view_ident)
3688 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3689 checkGLcall("glLoadMatrixf");
3693 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3694 checkGLcall("glLoadMatrixf");
3695 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3696 checkGLcall("glMultMatrixf");
3701 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3703 UINT index = state_id - STATE_CLIPPLANE(0);
3705 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3710 glMatrixMode(GL_MODELVIEW);
3713 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3715 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3717 /* with vertex shaders, clip planes are not transformed in direct3d,
3718 * in OpenGL they are still transformed by the model view.
3722 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3723 state->clip_planes[index][0],
3724 state->clip_planes[index][1],
3725 state->clip_planes[index][2],
3726 state->clip_planes[index][3]);
3727 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3728 checkGLcall("glClipPlane");
3733 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3735 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3737 TRACE("Setting world matrix %d\n", matrix);
3739 if (matrix >= context->gl_info->limits.blends)
3741 WARN("Unsupported blend matrix set\n");
3743 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3747 /* GL_MODELVIEW0_ARB: 0x1700
3748 * GL_MODELVIEW1_ARB: 0x850a
3749 * GL_MODELVIEW2_ARB: 0x8722
3750 * GL_MODELVIEW3_ARB: 0x8723
3752 * GL_MODELVIEW31_ARB: 0x873F
3754 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3755 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3757 glMatrixMode(glMat);
3758 checkGLcall("glMatrixMode(glMat)");
3760 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3761 * matrices while gl uses only 2. To avoid weighting the view matrix
3762 * incorrectly it has to be multiplied into every GL modelview matrix. */
3763 if (context->swapchain->device->view_ident)
3765 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3766 checkGLcall("glLoadMatrixf");
3770 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3771 checkGLcall("glLoadMatrixf");
3772 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3773 checkGLcall("glMultMatrixf");
3777 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3779 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3780 static unsigned int once;
3782 if (f == WINED3DVBF_DISABLE) return;
3784 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3785 else WARN("Vertex blend flags %#x not supported.\n", f);
3788 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3790 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3791 struct wined3d_device *device = context->swapchain->device;
3792 const struct wined3d_gl_info *gl_info = context->gl_info;
3793 static unsigned int once;
3796 case WINED3DVBF_1WEIGHTS:
3797 case WINED3DVBF_2WEIGHTS:
3798 case WINED3DVBF_3WEIGHTS:
3799 glEnable(GL_VERTEX_BLEND_ARB);
3800 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3802 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3803 * This is enabled at context creation with enabling
3804 * GL_WEIGHT_SUM_UNITY_ARB. */
3805 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3807 if (!device->vertexBlendUsed)
3810 for (i = 1; i < gl_info->limits.blends; ++i)
3812 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3813 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3815 device->vertexBlendUsed = TRUE;
3819 case WINED3DVBF_TWEENING:
3820 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3821 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3822 else WARN("Vertex blend flags %#x not supported.\n", val);
3824 case WINED3DVBF_DISABLE:
3825 glDisable(GL_VERTEX_BLEND_ARB);
3826 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3831 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3833 const struct wined3d_gl_info *gl_info = context->gl_info;
3834 const struct wined3d_light_info *light = NULL;
3837 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3838 * NOTE: We have to reset the positions even if the light/plane is not currently
3839 * enabled, since the call to enable it will not reset the position.
3840 * NOTE2: Apparently texture transforms do NOT need reapplying
3843 glMatrixMode(GL_MODELVIEW);
3844 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3845 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3846 checkGLcall("glLoadMatrixf(...)");
3848 /* Reset lights. TODO: Call light apply func */
3849 for (k = 0; k < gl_info->limits.lights; ++k)
3851 if (!(light = state->lights[k]))
3853 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3854 checkGLcall("glLightfv posn");
3855 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3856 checkGLcall("glLightfv dirn");
3859 /* Reset Clipping Planes */
3860 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3862 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3863 clipplane(context, state, STATE_CLIPPLANE(k));
3866 if(context->last_was_rhw) {
3868 checkGLcall("glLoadIdentity()");
3869 /* No need to update the world matrix, the identity is fine */
3873 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3874 * No need to do it here if the state is scheduled for update. */
3875 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3876 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3878 /* Avoid looping over a number of matrices if the app never used the functionality */
3879 if (context->swapchain->device->vertexBlendUsed)
3881 for (k = 1; k < gl_info->limits.blends; ++k)
3883 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3884 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3889 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3891 glMatrixMode(GL_PROJECTION);
3892 checkGLcall("glMatrixMode(GL_PROJECTION)");
3894 /* There are a couple of additional things we have to take into account
3895 * here besides the projection transformation itself:
3896 * - We need to flip along the y-axis in case of offscreen rendering.
3897 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3898 * - D3D coordinates refer to pixel centers while GL coordinates refer
3900 * - D3D has a top-left filling convention. We need to maintain this
3901 * even after the y-flip mentioned above.
3902 * In order to handle the last two points, we translate by
3903 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3904 * translating slightly less than half a pixel. We want the difference to
3905 * be large enough that it doesn't get lost due to rounding inside the
3906 * driver, but small enough to prevent it from interfering with any
3909 if (context->last_was_rhw)
3911 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3912 double x = state->viewport.x;
3913 double y = state->viewport.y;
3914 double w = state->viewport.width;
3915 double h = state->viewport.height;
3916 double x_scale = 2.0 / w;
3917 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
3918 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
3919 double y_offset = context->render_offscreen
3920 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
3921 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
3922 const GLdouble projection[] =
3924 x_scale, 0.0, 0.0, 0.0,
3925 0.0, y_scale, 0.0, 0.0,
3927 x_offset, y_offset, -1.0, 1.0,
3930 glLoadMatrixd(projection);
3931 checkGLcall("glLoadMatrixd");
3935 double y_scale = context->render_offscreen ? -1.0 : 1.0;
3936 double x_offset = (63.0 / 64.0) / state->viewport.width;
3937 double y_offset = context->render_offscreen
3938 ? (63.0 / 64.0) / state->viewport.height
3939 : -(63.0 / 64.0) / state->viewport.height;
3940 const GLdouble projection[] =
3943 0.0, y_scale, 0.0, 0.0,
3945 x_offset, y_offset, -1.0, 1.0,
3948 glLoadMatrixd(projection);
3949 checkGLcall("glLoadMatrixd");
3951 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3952 checkGLcall("glLoadMatrixf");
3956 /* This should match any arrays loaded in load_vertex_data.
3957 * TODO: Only load / unload arrays if we have to. */
3958 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3960 glDisableClientState(GL_VERTEX_ARRAY);
3961 glDisableClientState(GL_NORMAL_ARRAY);
3962 glDisableClientState(GL_COLOR_ARRAY);
3963 if (gl_info->supported[EXT_SECONDARY_COLOR])
3965 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3967 if (gl_info->supported[ARB_VERTEX_BLEND])
3969 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3971 unload_tex_coords(gl_info);
3974 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3976 const struct wined3d_gl_info *gl_info = context->gl_info;
3978 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3979 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3981 context->numbered_array_mask &= ~(1 << i);
3984 /* This should match any arrays loaded in loadNumberedArrays
3985 * TODO: Only load / unload arrays if we have to. */
3986 static void unload_numbered_arrays(struct wined3d_context *context)
3988 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3991 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3992 unload_numbered_array(context, i);
3996 static void load_numbered_arrays(struct wined3d_context *context,
3997 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
3999 struct wined3d_device *device = context->swapchain->device;
4000 const struct wined3d_gl_info *gl_info = context->gl_info;
4001 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4004 /* Default to no instancing */
4005 device->instancedDraw = FALSE;
4007 for (i = 0; i < MAX_ATTRIBS; i++)
4009 const struct wined3d_stream_state *stream;
4011 if (!(stream_info->use_map & (1 << i)))
4013 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4017 stream = &state->streams[stream_info->elements[i].stream_idx];
4019 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4020 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4022 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4023 device->instancedDraw = TRUE;
4027 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4029 if (stream_info->elements[i].stride)
4031 if (curVBO != stream_info->elements[i].data.buffer_object)
4033 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4034 checkGLcall("glBindBufferARB");
4035 curVBO = stream_info->elements[i].data.buffer_object;
4037 /* Use the VBO to find out if a vertex buffer exists, not the vb
4038 * pointer. vb can point to a user pointer data blob. In that case
4039 * curVBO will be 0. If there is a vertex buffer but no vbo we
4040 * won't be load converted attributes anyway. */
4041 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4042 stream_info->elements[i].format->gl_vtx_type,
4043 stream_info->elements[i].format->gl_normalized,
4044 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4045 + state->load_base_vertex_index * stream_info->elements[i].stride));
4047 if (!(context->numbered_array_mask & (1 << i)))
4049 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4050 context->numbered_array_mask |= (1 << i);
4055 /* Stride = 0 means always the same values.
4056 * glVertexAttribPointerARB doesn't do that. Instead disable the
4057 * pointer and set up the attribute statically. But we have to
4058 * figure out the system memory address. */
4059 const BYTE *ptr = stream_info->elements[i].data.addr;
4060 if (stream_info->elements[i].data.buffer_object)
4062 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4065 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4067 switch (stream_info->elements[i].format->id)
4069 case WINED3DFMT_R32_FLOAT:
4070 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4072 case WINED3DFMT_R32G32_FLOAT:
4073 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4075 case WINED3DFMT_R32G32B32_FLOAT:
4076 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4078 case WINED3DFMT_R32G32B32A32_FLOAT:
4079 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4082 case WINED3DFMT_R8G8B8A8_UINT:
4083 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4085 case WINED3DFMT_B8G8R8A8_UNORM:
4086 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4088 const DWORD *src = (const DWORD *)ptr;
4089 DWORD c = *src & 0xff00ff00;
4090 c |= (*src & 0xff0000) >> 16;
4091 c |= (*src & 0xff) << 16;
4092 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4095 /* else fallthrough */
4096 case WINED3DFMT_R8G8B8A8_UNORM:
4097 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4100 case WINED3DFMT_R16G16_SINT:
4101 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4103 case WINED3DFMT_R16G16B16A16_SINT:
4104 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4107 case WINED3DFMT_R16G16_SNORM:
4109 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4110 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4113 case WINED3DFMT_R16G16_UNORM:
4115 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4116 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4119 case WINED3DFMT_R16G16B16A16_SNORM:
4120 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4122 case WINED3DFMT_R16G16B16A16_UNORM:
4123 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4126 case WINED3DFMT_R10G10B10A2_UINT:
4127 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4128 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4130 case WINED3DFMT_R10G10B10A2_SNORM:
4131 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4132 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4135 case WINED3DFMT_R16G16_FLOAT:
4136 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4137 * byte float according to the IEEE standard
4139 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4141 case WINED3DFMT_R16G16B16A16_FLOAT:
4142 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4146 ERR("Unexpected declaration in stride 0 attributes\n");
4152 checkGLcall("Loading numbered arrays");
4155 static void load_vertex_data(const struct wined3d_context *context,
4156 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4158 struct wined3d_device *device = context->swapchain->device;
4159 const struct wined3d_gl_info *gl_info = context->gl_info;
4160 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4161 const struct wined3d_stream_info_element *e;
4163 TRACE("Using fast vertex array code\n");
4165 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4166 device->instancedDraw = FALSE;
4168 /* Blend Data ---------------------------------------------- */
4169 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4170 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4172 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4174 if (gl_info->supported[ARB_VERTEX_BLEND])
4176 TRACE("Blend %u %p %u\n", e->format->component_count,
4177 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4179 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4180 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4182 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4184 if (curVBO != e->data.buffer_object)
4186 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4187 checkGLcall("glBindBufferARB");
4188 curVBO = e->data.buffer_object;
4191 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4192 e->format->gl_vtx_format,
4193 e->format->gl_vtx_type,
4195 e->data.addr + state->load_base_vertex_index * e->stride);
4196 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4197 e->data.addr + state->load_base_vertex_index * e->stride));
4199 checkGLcall("glWeightPointerARB");
4201 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4206 FIXME("blendMatrixIndices support\n");
4211 /* TODO: support blends in drawStridedSlow
4212 * No need to write a FIXME here, this is done after the general vertex decl decoding
4214 WARN("unsupported blending in openGl\n");
4219 if (gl_info->supported[ARB_VERTEX_BLEND])
4221 static const GLbyte one = 1;
4222 GL_EXTCALL(glWeightbvARB(1, &one));
4223 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4227 /* Point Size ----------------------------------------------*/
4228 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4230 /* no such functionality in the fixed function GL pipeline */
4231 TRACE("Cannot change ptSize here in openGl\n");
4232 /* TODO: Implement this function in using shaders if they are available */
4235 /* Vertex Pointers -----------------------------------------*/
4236 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4238 e = &si->elements[WINED3D_FFP_POSITION];
4240 if (curVBO != e->data.buffer_object)
4242 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4243 checkGLcall("glBindBufferARB");
4244 curVBO = e->data.buffer_object;
4247 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4248 handling for rhw mode should not impact screen position whereas in GL it does.
4249 This may result in very slightly distorted textures in rhw mode.
4250 There's always the other option of fixing the view matrix to
4251 prevent w from having any effect.
4253 This only applies to user pointer sources, in VBOs the vertices are fixed up
4255 if (!e->data.buffer_object)
4257 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4258 e->data.addr + state->load_base_vertex_index * e->stride);
4259 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4260 e->data.addr + state->load_base_vertex_index * e->stride);
4264 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4265 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4266 e->data.addr + state->load_base_vertex_index * e->stride);
4267 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4268 e->data.addr + state->load_base_vertex_index * e->stride);
4270 checkGLcall("glVertexPointer(...)");
4271 glEnableClientState(GL_VERTEX_ARRAY);
4272 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4275 /* Normals -------------------------------------------------*/
4276 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4278 e = &si->elements[WINED3D_FFP_NORMAL];
4280 if (curVBO != e->data.buffer_object)
4282 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4283 checkGLcall("glBindBufferARB");
4284 curVBO = e->data.buffer_object;
4287 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4288 e->data.addr + state->load_base_vertex_index * e->stride);
4289 glNormalPointer(e->format->gl_vtx_type, e->stride,
4290 e->data.addr + state->load_base_vertex_index * e->stride);
4291 checkGLcall("glNormalPointer(...)");
4292 glEnableClientState(GL_NORMAL_ARRAY);
4293 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4296 glNormal3f(0, 0, 0);
4297 checkGLcall("glNormal3f(0, 0, 0)");
4300 /* Diffuse Colour --------------------------------------------*/
4301 /* WARNING: Data here MUST be in RGBA format, so cannot */
4302 /* go directly into fast mode from app pgm, because */
4303 /* directx requires data in BGRA format. */
4304 /* currently fixupVertices swizzles the format, but this isn't*/
4305 /* very practical when using VBOs */
4306 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4307 /* , or the user doesn't care and wants the speed advantage */
4309 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4311 e = &si->elements[WINED3D_FFP_DIFFUSE];
4313 if (curVBO != e->data.buffer_object)
4315 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4316 checkGLcall("glBindBufferARB");
4317 curVBO = e->data.buffer_object;
4320 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4321 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4322 e->data.addr + state->load_base_vertex_index * e->stride);
4323 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4324 e->data.addr + state->load_base_vertex_index * e->stride);
4325 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4326 glEnableClientState(GL_COLOR_ARRAY);
4327 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4330 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4331 checkGLcall("glColor4f(1, 1, 1, 1)");
4334 /* Specular Colour ------------------------------------------*/
4335 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4337 TRACE("setting specular colour\n");
4339 e = &si->elements[WINED3D_FFP_SPECULAR];
4341 if (gl_info->supported[EXT_SECONDARY_COLOR])
4343 GLenum type = e->format->gl_vtx_type;
4344 GLint format = e->format->gl_vtx_format;
4346 if (curVBO != e->data.buffer_object)
4348 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4349 checkGLcall("glBindBufferARB");
4350 curVBO = e->data.buffer_object;
4353 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4355 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4356 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4357 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4358 * 4 component secondary colors use it
4360 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4361 e->data.addr + state->load_base_vertex_index * e->stride);
4362 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4363 e->data.addr + state->load_base_vertex_index * e->stride));
4364 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4370 case GL_UNSIGNED_BYTE:
4371 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4372 e->data.addr + state->load_base_vertex_index * e->stride);
4373 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4374 e->data.addr + state->load_base_vertex_index * e->stride));
4375 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4379 FIXME("Add 4 component specular color pointers for type %x\n", type);
4380 /* Make sure that the right color component is dropped */
4381 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4382 e->data.addr + state->load_base_vertex_index * e->stride);
4383 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4384 e->data.addr + state->load_base_vertex_index * e->stride));
4385 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4388 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4389 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4393 WARN("Specular colour is not supported in this GL implementation.\n");
4398 if (gl_info->supported[EXT_SECONDARY_COLOR])
4400 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4401 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4405 WARN("Specular colour is not supported in this GL implementation.\n");
4409 /* Texture coords -------------------------------------------*/
4410 load_tex_coords(context, si, &curVBO, state);
4413 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4415 const struct wined3d_device *device = context->swapchain->device;
4416 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4417 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4419 if (isStateDirty(context, STATE_VDECL)) return;
4420 if (context->numberedArraysLoaded && !load_numbered)
4422 unload_numbered_arrays(context);
4423 context->numberedArraysLoaded = FALSE;
4424 context->numbered_array_mask = 0;
4426 else if (context->namedArraysLoaded)
4428 unload_vertex_data(context->gl_info);
4429 context->namedArraysLoaded = FALSE;
4434 TRACE("Loading numbered arrays\n");
4435 load_numbered_arrays(context, &device->strided_streams, state);
4436 context->numberedArraysLoaded = TRUE;
4438 else if (load_named)
4440 TRACE("Loading vertex data\n");
4441 load_vertex_data(context, &device->strided_streams, state);
4442 context->namedArraysLoaded = TRUE;
4446 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4448 if (isStateDirty(context, STATE_STREAMSRC))
4450 streamsrc(context, state, STATE_STREAMSRC);
4453 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4455 const struct wined3d_device *device = context->swapchain->device;
4456 const struct wined3d_gl_info *gl_info = context->gl_info;
4457 BOOL useVertexShaderFunction = use_vs(state);
4458 BOOL usePixelShaderFunction = use_ps(state);
4459 BOOL updateFog = FALSE;
4461 BOOL wasrhw = context->last_was_rhw;
4464 transformed = device->strided_streams.position_transformed;
4465 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4468 context->last_was_rhw = transformed;
4470 /* Don't have to apply the matrices when vertex shaders are used. When
4471 * vshaders are turned off this function will be called again anyway to
4472 * make sure they're properly set. */
4473 if (!useVertexShaderFunction)
4475 /* TODO: Move this mainly to the viewport state and only apply when
4476 * the vp has changed or transformed / untransformed was switched. */
4477 if (wasrhw != context->last_was_rhw
4478 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4479 && !isStateDirty(context, STATE_VIEWPORT))
4480 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4481 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4484 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4485 * this check will fail and the matrix not applied again. This is OK because a simple
4486 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4487 * needs of the vertex declaration.
4489 * World and view matrix go into the same gl matrix, so only apply them when neither is
4492 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4493 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4494 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4495 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4496 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4497 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4498 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4500 if (context->last_was_vshader)
4504 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4505 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4507 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4509 clipplane(context, state, STATE_CLIPPLANE(i));
4512 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4513 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4517 if(!context->last_was_vshader) {
4518 static BOOL warned = FALSE;
4519 if(!device->vs_clipping) {
4520 /* Disable all clip planes to get defined results on all drivers. See comment in the
4521 * state_clipping state handler
4523 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4525 glDisable(GL_CLIP_PLANE0 + i);
4526 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4529 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4531 FIXME("Clipping not supported with vertex shaders\n");
4537 /* Apply the transform matrices when switching from rhw
4538 * drawing to vertex shaders. Vertex shaders themselves do
4539 * not need it, but the matrices are not reapplied
4540 * automatically when switching back from vertex shaders to
4541 * fixed function processing. So make sure we leave the fixed
4542 * function vertex processing states back in a sane state
4543 * before switching to shaders. */
4544 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4545 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4546 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4547 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4551 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4552 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4553 * device->vs_clipping is false.
4555 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4557 clipplane(context, state, STATE_CLIPPLANE(i));
4562 /* Vertex and pixel shaders are applied together, so let the last dirty
4563 * state do the application. */
4564 if (!isStateDirty(context, STATE_PIXELSHADER))
4566 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4568 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4569 && (useVertexShaderFunction || usePixelShaderFunction))
4570 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4573 context->last_was_vshader = useVertexShaderFunction;
4576 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4578 if (!useVertexShaderFunction)
4582 for (i = 0; i < MAX_TEXTURES; ++i)
4584 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4585 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4590 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4592 const struct wined3d_surface *target = state->fb->render_targets[0];
4593 struct wined3d_viewport vp = state->viewport;
4595 if (vp.width > target->resource.width)
4596 vp.width = target->resource.width;
4597 if (vp.height > target->resource.height)
4598 vp.height = target->resource.height;
4600 glDepthRange(vp.min_z, vp.max_z);
4601 checkGLcall("glDepthRange");
4602 /* Note: GL requires lower left, DirectX supplies upper left. This is
4603 * reversed when using offscreen rendering. */
4604 if (context->render_offscreen)
4606 glViewport(vp.x, vp.y, vp.width, vp.height);
4612 target->get_drawable_size(context, &width, &height);
4613 glViewport(vp.x, (height - (vp.y + vp.height)),
4614 vp.width, vp.height);
4617 checkGLcall("glViewport");
4620 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4622 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4623 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4624 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4625 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4626 /* Update the position fixup. */
4627 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4628 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4631 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4633 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4634 const struct wined3d_light_info *lightInfo = state->lights[Index];
4638 glDisable(GL_LIGHT0 + Index);
4639 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4644 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4646 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4647 glMatrixMode(GL_MODELVIEW);
4649 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4652 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4653 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4654 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4655 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4656 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4657 checkGLcall("glLightfv");
4660 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4661 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4662 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4663 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4664 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4665 checkGLcall("glLightfv");
4668 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4669 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4670 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4671 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4672 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4673 checkGLcall("glLightfv");
4675 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4676 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4678 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4680 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4681 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4682 * Attenuation0 to NaN and crashes in the gl lib
4685 switch (lightInfo->OriginalParms.type)
4687 case WINED3DLIGHT_POINT:
4689 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4690 checkGLcall("glLightfv");
4691 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4692 checkGLcall("glLightf");
4693 /* Attenuation - Are these right? guessing... */
4694 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
4695 checkGLcall("glLightf");
4696 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
4697 checkGLcall("glLightf");
4698 if (quad_att < lightInfo->OriginalParms.attenuation2)
4699 quad_att = lightInfo->OriginalParms.attenuation2;
4700 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4701 checkGLcall("glLightf");
4705 case WINED3DLIGHT_SPOT:
4707 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4708 checkGLcall("glLightfv");
4710 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4711 checkGLcall("glLightfv");
4712 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4713 checkGLcall("glLightf");
4714 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4715 checkGLcall("glLightf");
4716 /* Attenuation - Are these right? guessing... */
4717 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
4718 checkGLcall("glLightf");
4719 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
4720 checkGLcall("glLightf");
4721 if (quad_att < lightInfo->OriginalParms.attenuation2)
4722 quad_att = lightInfo->OriginalParms.attenuation2;
4723 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4724 checkGLcall("glLightf");
4728 case WINED3DLIGHT_DIRECTIONAL:
4730 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4731 checkGLcall("glLightfv");
4732 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4733 checkGLcall("glLightf");
4734 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4735 checkGLcall("glLightf");
4739 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4742 /* Restore the modelview matrix */
4745 glEnable(GL_LIGHT0 + Index);
4746 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4750 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4752 const RECT *r = &state->scissor_rect;
4754 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4755 * so our viewport correction does not apply. Warning2: Even in windowed
4756 * mode the coords are relative to the window, not the screen. */
4757 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4759 if (context->render_offscreen)
4761 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4765 const struct wined3d_surface *target = state->fb->render_targets[0];
4769 target->get_drawable_size(context, &width, &height);
4770 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4772 checkGLcall("glScissor");
4775 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4777 const struct wined3d_gl_info *gl_info = context->gl_info;
4779 if (state->user_stream || !state->index_buffer)
4781 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4785 struct wined3d_buffer *ib = state->index_buffer;
4786 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4790 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4792 if (context->render_offscreen)
4794 glFrontFace(GL_CCW);
4795 checkGLcall("glFrontFace(GL_CCW)");
4798 checkGLcall("glFrontFace(GL_CW)");
4802 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4808 WARN("Point sprite coordinate origin switching not supported.\n");
4813 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4815 const struct wined3d_gl_info *gl_info = context->gl_info;
4816 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4818 if (glPointParameteri)
4820 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4821 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4823 else if (gl_info->supported[NV_POINT_SPRITE])
4825 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4826 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4830 const struct StateEntryTemplate misc_state_template[] = {
4831 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4832 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4833 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4834 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4835 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4836 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4837 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4838 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4839 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4840 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4841 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4842 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4843 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4844 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4845 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4846 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4848 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4849 * vshader loadings are untied from each other
4851 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4852 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4853 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4854 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4855 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4856 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4857 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4858 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4860 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4861 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4862 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4864 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4866 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4903 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4904 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4905 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4906 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4907 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4908 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4909 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4910 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4911 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4912 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4913 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4916 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4917 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4918 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4941 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4977 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4979 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
4983 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4985 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
4989 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
4991 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
4993 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4995 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4999 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5000 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5001 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5002 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5003 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5004 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5005 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5006 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5007 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5008 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5009 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5010 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5011 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5012 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5013 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5014 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5015 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5016 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5017 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5018 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5019 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5020 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5021 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5022 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5023 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5026 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5027 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5028 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5032 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5033 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5034 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5035 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5036 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5037 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5038 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5039 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5040 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5041 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5042 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5043 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5044 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5045 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5046 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5047 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5048 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5066 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5067 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5068 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5069 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5070 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5071 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5072 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5074 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5075 /* Transform states follow */
5076 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5077 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5078 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5079 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5080 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5081 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5082 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5343 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5344 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5345 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5346 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5347 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5348 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5349 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5350 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5359 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5360 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5361 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5362 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5363 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5364 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5365 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5366 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5367 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5368 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5369 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5370 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5371 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5372 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5373 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5374 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5375 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5378 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5379 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5380 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5381 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5387 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5388 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5392 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5393 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5394 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5396 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5397 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5398 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5399 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5400 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5401 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5402 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5403 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5404 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5405 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5406 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5407 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5408 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5409 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5410 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5411 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5412 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5413 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5414 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5415 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5416 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5417 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5418 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5419 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5420 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5423 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5424 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5428 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5505 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5507 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5508 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5509 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5515 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5516 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5517 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5518 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5519 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5520 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5521 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5522 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5525 /* Context activation and GL locking are done by the caller. */
5526 static void ffp_enable(BOOL enable) {}
5528 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5530 caps->PrimitiveMiscCaps = 0;
5531 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5532 | WINED3DTEXOPCAPS_ADDSIGNED
5533 | WINED3DTEXOPCAPS_ADDSIGNED2X
5534 | WINED3DTEXOPCAPS_MODULATE
5535 | WINED3DTEXOPCAPS_MODULATE2X
5536 | WINED3DTEXOPCAPS_MODULATE4X
5537 | WINED3DTEXOPCAPS_SELECTARG1
5538 | WINED3DTEXOPCAPS_SELECTARG2
5539 | WINED3DTEXOPCAPS_DISABLE;
5541 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5542 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5543 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5545 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5546 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5547 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5548 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5549 | WINED3DTEXOPCAPS_LERP
5550 | WINED3DTEXOPCAPS_SUBTRACT;
5552 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5553 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5555 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5556 | WINED3DTEXOPCAPS_MULTIPLYADD
5557 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5558 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5559 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5561 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5562 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5564 caps->MaxTextureBlendStages = gl_info->limits.textures;
5565 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5568 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5569 static void ffp_fragment_free(struct wined3d_device *device) {}
5570 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5574 TRACE("Checking support for fixup:\n");
5575 dump_color_fixup_desc(fixup);
5578 /* We only support identity conversions. */
5579 if (is_identity_fixup(fixup))
5585 TRACE("[FAILED]\n");
5589 const struct fragment_pipeline ffp_fragment_pipeline = {
5591 ffp_fragment_get_caps,
5594 ffp_color_fixup_supported,
5595 ffp_fragmentstate_template,
5596 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5599 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5602 for(i = 0; funcs[i]; i++);
5606 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5608 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5609 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5612 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5614 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5615 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5616 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5619 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5621 unsigned int start, last, i;
5623 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5624 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5625 for (i = start; i <= last; ++i)
5627 state_table[i].representative = 0;
5628 state_table[i].apply = state_undefined;
5631 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5632 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5633 for (i = start; i <= last; ++i)
5635 state_table[i].representative = 0;
5636 state_table[i].apply = state_undefined;
5639 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5640 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5641 for (i = start; i <= last; ++i)
5643 state_table[i].representative = 0;
5644 state_table[i].apply = state_undefined;
5648 static void validate_state_table(struct StateEntry *state_table)
5670 static const DWORD simple_states[] =
5676 STATE_VERTEXSHADERCONSTANT,
5677 STATE_PIXELSHADERCONSTANT,
5683 STATE_POINTSPRITECOORDORIGIN,
5684 STATE_BASEVERTEXINDEX,
5687 unsigned int i, current;
5689 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5691 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5693 if (!state_table[i].representative)
5694 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5696 else if (state_table[i].representative)
5697 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5699 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5702 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5704 if (!state_table[simple_states[i]].representative)
5705 ERR("State %s (%#x) should have a representative.\n",
5706 debug_d3dstate(simple_states[i]), simple_states[i]);
5709 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5711 DWORD rep = state_table[i].representative;
5714 if (state_table[rep].representative != rep)
5716 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5717 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5718 state_table[i].representative = 0;
5723 if (state_table[i].apply)
5724 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5726 else if (!state_table[i].apply)
5728 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5734 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5735 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5736 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5738 unsigned int i, type, handlers;
5739 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5740 const struct StateEntryTemplate *cur;
5741 BOOL set[STATE_HIGHEST + 1];
5743 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5745 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5746 StateTable[i].representative = 0;
5747 StateTable[i].apply = state_undefined;
5750 for(type = 0; type < 3; type++) {
5751 /* This switch decides the order in which the states are applied */
5753 case 0: cur = misc; break;
5754 case 1: cur = fragment->states; break;
5755 case 2: cur = vertex; break;
5756 default: cur = NULL; /* Stupid compiler */
5760 /* GL extension filtering should not prevent multiple handlers being applied from different
5763 memset(set, 0, sizeof(set));
5765 for(i = 0; cur[i].state; i++) {
5766 APPLYSTATEFUNC *funcs_array;
5768 /* Only use the first matching state with the available extension from one template.
5770 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5771 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5773 * if GL_XYZ_fancy is supported, ignore the 2nd line
5775 if(set[cur[i].state]) continue;
5776 /* Skip state lines depending on unsupported extensions */
5777 if (!gl_info->supported[cur[i].extension]) continue;
5778 set[cur[i].state] = TRUE;
5779 /* In some cases having an extension means that nothing has to be
5780 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5781 * supported, the texture coordinate fixup can be ignored. If the
5782 * apply function is used, mark the state set(done above) to prevent
5783 * applying later lines, but do not record anything in the state
5786 if (!cur[i].content.representative) continue;
5788 handlers = num_handlers(multistate_funcs[cur[i].state]);
5789 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5792 StateTable[cur[i].state].apply = cur[i].content.apply;
5795 StateTable[cur[i].state].apply = multistate_apply_2;
5796 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5798 sizeof(**dev_multistate_funcs) * 2);
5799 if (!dev_multistate_funcs[cur[i].state]) {
5803 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5804 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5807 StateTable[cur[i].state].apply = multistate_apply_3;
5808 funcs_array = HeapReAlloc(GetProcessHeap(),
5810 dev_multistate_funcs[cur[i].state],
5811 sizeof(**dev_multistate_funcs) * 3);
5816 dev_multistate_funcs[cur[i].state] = funcs_array;
5817 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5820 ERR("Unexpected amount of state handlers for state %u: %u\n",
5821 cur[i].state, handlers + 1);
5824 if(StateTable[cur[i].state].representative &&
5825 StateTable[cur[i].state].representative != cur[i].content.representative) {
5826 FIXME("State %u has different representatives in different pipeline parts\n",
5829 StateTable[cur[i].state].representative = cur[i].content.representative;
5833 prune_invalid_states(StateTable, gl_info);
5834 validate_state_table(StateTable);
5839 for (i = 0; i <= STATE_HIGHEST; ++i) {
5840 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5843 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5845 return E_OUTOFMEMORY;