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
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
86 /* Lighting is not enabled if transformed vertices are drawn
87 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89 * vertex declaration applying function calls this function for updating
92 if(isStateDirty(context, STATE_VDECL)) {
96 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98 stateblock->wineD3DDevice->strided_streams.position_transformed) ? TRUE : FALSE;
100 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101 glEnable(GL_LIGHTING);
102 checkGLcall("glEnable GL_LIGHTING");
104 glDisable(GL_LIGHTING);
105 checkGLcall("glDisable GL_LIGHTING");
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142 case WINED3DCULL_NONE:
143 glDisable(GL_CULL_FACE);
144 checkGLcall("glDisable GL_CULL_FACE");
147 glEnable(GL_CULL_FACE);
148 checkGLcall("glEnable GL_CULL_FACE");
149 glCullFace(GL_FRONT);
150 checkGLcall("glCullFace(GL_FRONT)");
152 case WINED3DCULL_CCW:
153 glEnable(GL_CULL_FACE);
154 checkGLcall("glEnable GL_CULL_FACE");
156 checkGLcall("glCullFace(GL_BACK)");
159 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165 case WINED3DSHADE_FLAT:
166 glShadeModel(GL_FLAT);
167 checkGLcall("glShadeModel(GL_FLAT)");
169 case WINED3DSHADE_GOURAUD:
170 glShadeModel(GL_SMOOTH);
171 checkGLcall("glShadeModel(GL_SMOOTH)");
173 case WINED3DSHADE_PHONG:
174 FIXME("WINED3DSHADE_PHONG isn't supported\n");
177 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
184 checkGLcall("glEnable GL_DITHER");
186 glDisable(GL_DITHER);
187 checkGLcall("glDisable GL_DITHER");
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193 * this has to be merged with ZENABLE and ZFUNC
195 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
197 checkGLcall("glDepthMask(1)");
200 checkGLcall("glDepthMask(0)");
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
208 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209 static BOOL once = FALSE;
210 /* There are a few issues with this: First, our inability to
211 * select a proper Z depth, most of the time we're stuck with
212 * D24S8, even if the app selects D32 or D16. There seem to be
213 * some other precision problems which have to be debugged to
214 * make NOTEQUAL and EQUAL work properly
218 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
223 checkGLcall("glDepthFunc");
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
229 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233 checkGLcall("glLightModel for MODEL_AMBIENT");
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
239 const StaticPixelFormatDesc *rtFormat;
240 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
244 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
245 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246 const struct GlPixelFormatDesc *glDesc;
247 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
250 * The d3d9 visual test confirms the behavior. */
251 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
253 checkGLcall("glDisable GL_BLEND");
257 checkGLcall("glEnable GL_BLEND");
261 checkGLcall("glDisable GL_BLEND");
262 /* Nothing more to do - get out */
266 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
267 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
268 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
269 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
270 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
271 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
272 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
273 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
274 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
276 /* To compensate the lack of format switching with backbuffer offscreen rendering,
277 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
278 * if the render target doesn't support alpha blending. A nonexistent alpha channel
279 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281 case WINED3DBLEND_DESTALPHA :
282 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
283 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
285 case WINED3DBLEND_INVDESTALPHA :
286 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
287 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
290 case WINED3DBLEND_SRCALPHASAT :
291 dstBlend = GL_SRC_ALPHA_SATURATE;
292 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
295 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
296 * values which are still valid up to d3d9. They should not occur as dest blend values
298 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
299 srcBlend = GL_SRC_ALPHA;
300 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
303 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
304 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
308 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
309 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
311 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
314 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
315 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
316 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
317 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
318 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
319 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
320 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
321 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
322 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
323 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
325 case WINED3DBLEND_DESTALPHA :
326 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
327 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
329 case WINED3DBLEND_INVDESTALPHA :
330 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
331 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
334 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
335 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
338 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
339 dstBlend = GL_SRC_ALPHA;
342 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
343 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
345 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
348 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
349 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
350 glEnable(GL_LINE_SMOOTH);
351 checkGLcall("glEnable(GL_LINE_SMOOTH)");
352 if(srcBlend != GL_SRC_ALPHA) {
353 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
359 glDisable(GL_LINE_SMOOTH);
360 checkGLcall("glDisable(GL_LINE_SMOOTH)");
363 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
364 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
365 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
368 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
369 int srcBlendAlpha = GL_ZERO;
370 int dstBlendAlpha = GL_ZERO;
372 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
373 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
374 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
378 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
379 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
380 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
381 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
382 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
383 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
384 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
385 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
386 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
387 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
388 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_SRCALPHASAT :
390 dstBlend = GL_SRC_ALPHA_SATURATE;
391 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
394 * values which are still valid up to d3d9. They should not occur as dest blend values
396 case WINED3DBLEND_BOTHSRCALPHA :
397 dstBlendAlpha = GL_SRC_ALPHA;
398 srcBlendAlpha = GL_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401 case WINED3DBLEND_BOTHINVSRCALPHA :
402 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
403 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
407 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
409 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
412 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
413 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
414 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
415 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
416 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
417 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
418 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
419 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
420 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
421 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
422 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
423 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_BOTHSRCALPHA :
425 srcBlendAlpha = GL_SRC_ALPHA;
426 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428 case WINED3DBLEND_BOTHINVSRCALPHA :
429 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlendAlpha = GL_SRC_ALPHA;
432 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
433 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
435 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
438 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
439 checkGLcall("glBlendFuncSeparateEXT");
441 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
442 glBlendFunc(srcBlend, dstBlend);
443 checkGLcall("glBlendFunc");
446 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
447 so it may need updating */
448 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
449 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
450 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
454 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
455 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
458 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
461 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
462 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
463 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
464 checkGLcall("glBlendColor");
467 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
470 BOOL enable_ckey = FALSE;
472 /* Find out if the texture on the first stage has a ckey set
473 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
474 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
475 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
476 * in case it finds some texture+colorkeyenable combination which needs extra care.
478 if (stateblock->textures[0])
480 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
482 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
484 IWineD3DSurfaceImpl *surf;
486 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
488 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
490 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
491 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
492 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
493 * surface has alpha bits */
494 if (fmt->alphaMask == 0x00000000) enable_ckey = TRUE;
499 if(enable_ckey || context->last_was_ckey) {
500 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
501 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
503 context->last_was_ckey = enable_ckey;
505 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
506 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
507 glEnable(GL_ALPHA_TEST);
508 checkGLcall("glEnable GL_ALPHA_TEST");
510 glDisable(GL_ALPHA_TEST);
511 checkGLcall("glDisable GL_ALPHA_TEST");
512 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
518 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
519 glParm = GL_NOTEQUAL;
522 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
523 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
526 glAlphaFunc(glParm, ref);
527 checkGLcall("glAlphaFunc");
531 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
532 DWORD enable = 0xFFFFFFFF;
533 DWORD disable = 0x00000000;
535 if (use_vs(stateblock))
537 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
538 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
539 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
540 * of that - don't do anything here and keep them disabled
542 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
543 static BOOL warned = FALSE;
545 FIXME("Clipping not supported with vertex shaders\n");
552 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
553 * of already set values
556 /* If enabling / disabling all
557 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
559 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
560 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
561 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
562 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
563 glDisable(GL_DEPTH_CLAMP_NV);
564 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
567 disable = 0xffffffff;
569 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
570 glEnable(GL_DEPTH_CLAMP_NV);
571 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
575 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
576 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
577 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
578 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
579 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
580 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
582 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
583 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
584 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
585 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
586 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
587 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
589 /** update clipping status */
591 stateblock->clip_status.ClipUnion = 0;
592 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
594 stateblock->clip_status.ClipUnion = 0;
595 stateblock->clip_status.ClipIntersection = 0;
599 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
600 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
603 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
604 int blendEquation = GL_FUNC_ADD;
605 int blendEquationAlpha = GL_FUNC_ADD;
607 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
608 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
609 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
613 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
614 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
615 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
616 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
617 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
618 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
620 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
623 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
624 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
625 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
626 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
627 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
628 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
630 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
633 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
634 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
635 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
636 checkGLcall("glBlendEquationSeparateEXT");
638 TRACE("glBlendEquation(%x)\n", blendEquation);
639 GL_EXTCALL(glBlendEquationEXT(blendEquation));
640 checkGLcall("glBlendEquation");
645 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
646 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
647 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
648 * specular color. This is wrong:
649 * Separate specular color means the specular colour is maintained separately, whereas
650 * single color means it is merged in. However in both cases they are being used to
652 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
653 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
657 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
658 * Instead, we need to setup the FinalCombiner properly.
660 * The default setup for the FinalCombiner is:
662 * <variable> <input> <mapping> <usage>
663 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
664 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
669 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
671 * That's pretty much fine as it is, except for variable B, which needs to take
672 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
673 * whether WINED3DRS_SPECULARENABLE is enabled or not.
676 TRACE("Setting specular enable state and materials\n");
677 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
678 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
679 checkGLcall("glMaterialfv");
681 if(stateblock->material.Power > GL_LIMITS(shininess)) {
682 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
683 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
684 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
685 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
686 * them, it should be safe to do so without major visual distortions.
688 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
689 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
691 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
693 checkGLcall("glMaterialf(GL_SHININESS)");
695 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
696 glEnable(GL_COLOR_SUM_EXT);
698 TRACE("Specular colors cannot be enabled in this version of opengl\n");
700 checkGLcall("glEnable(GL_COLOR_SUM)");
702 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
703 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
704 checkGLcall("glFinalCombinerInputNV()");
707 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
709 /* for the case of enabled lighting: */
710 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
711 checkGLcall("glMaterialfv");
713 /* for the case of disabled lighting: */
714 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
715 glDisable(GL_COLOR_SUM_EXT);
717 TRACE("Specular colors cannot be disabled in this version of opengl\n");
719 checkGLcall("glDisable(GL_COLOR_SUM)");
721 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
722 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
723 checkGLcall("glFinalCombinerInputNV()");
727 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
728 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
729 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
730 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
731 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
732 stateblock->material.Specular.b, stateblock->material.Specular.a);
733 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
734 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
736 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
737 checkGLcall("glMaterialfv(GL_AMBIENT)");
738 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
739 checkGLcall("glMaterialfv(GL_DIFFUSE)");
740 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
741 checkGLcall("glMaterialfv(GL_EMISSION)");
744 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
747 /* Note the texture color applies to all textures whereas
748 * GL_TEXTURE_ENV_COLOR applies to active only
751 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
753 /* And now the default texture color as well */
754 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
755 /* Note the WINED3DRS value applies to all textures, but GL has one
756 * per texture, so apply it now ready to be used!
758 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
759 checkGLcall("glActiveTextureARB");
761 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
762 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
767 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
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(...)");
779 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
780 DWORD onesided_enable = FALSE;
781 DWORD twosided_enable = FALSE;
782 GLint func = GL_ALWAYS;
783 GLint func_ccw = GL_ALWAYS;
786 GLint stencilFail = GL_KEEP;
787 GLint depthFail = GL_KEEP;
788 GLint stencilPass = GL_KEEP;
789 GLint stencilFail_ccw = GL_KEEP;
790 GLint depthFail_ccw = GL_KEEP;
791 GLint stencilPass_ccw = GL_KEEP;
793 /* No stencil test without a stencil buffer */
794 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
795 glDisable(GL_STENCIL_TEST);
796 checkGLcall("glDisable GL_STENCIL_TEST");
800 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
801 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
802 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
804 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
805 func_ccw = GL_ALWAYS;
806 ref = stateblock->renderState[WINED3DRS_STENCILREF];
807 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
808 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
809 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
810 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
811 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
812 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
813 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
815 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
816 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
817 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
818 onesided_enable, twosided_enable, ref, mask,
819 func, stencilFail, depthFail, stencilPass,
820 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
822 if (twosided_enable && onesided_enable) {
823 glEnable(GL_STENCIL_TEST);
824 checkGLcall("glEnable GL_STENCIL_TEST");
826 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
827 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
828 * which has an effect on the code below too. If we apply the front face
829 * afterwards, we are sure that the active stencil face is set to front,
830 * and other stencil functions which do not use two sided stencil do not have
833 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
834 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
835 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
836 stencilFail, depthFail, stencilPass);
837 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
838 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
839 checkGLcall("glStencilFuncSeparateATI(...)");
840 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
841 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
842 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
843 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
845 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
847 } else if(onesided_enable) {
848 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
849 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
850 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
853 /* This code disables the ATI extension as well, since the standard stencil functions are equal
854 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
856 glEnable(GL_STENCIL_TEST);
857 checkGLcall("glEnable GL_STENCIL_TEST");
858 glStencilFunc(func, ref, mask);
859 checkGLcall("glStencilFunc(...)");
860 glStencilOp(stencilFail, depthFail, stencilPass);
861 checkGLcall("glStencilOp(...)");
863 glDisable(GL_STENCIL_TEST);
864 checkGLcall("glDisable GL_STENCIL_TEST");
868 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871 if(stateblock->wineD3DDevice->stencilBufferTarget) {
872 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
877 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
878 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
880 checkGLcall("glStencilMask");
881 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
882 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
886 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889 if(stateblock->wineD3DDevice->stencilBufferTarget) {
890 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
896 checkGLcall("glStencilMask");
899 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
900 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
901 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
902 BOOL is_ps3 = use_ps(stateblock) && ps_impl->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0);
903 float fogstart, fogend;
911 /* No fog? Disable it, and we're done :-) */
913 checkGLcall("glDisable GL_FOG");
917 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
918 fogstart = tmpvalue.f;
919 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
924 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
925 * It can use the Z value of the vertex, or the alpha component of the specular color.
926 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
927 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
928 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
930 * FOGTABLEMODE != NONE:
931 * The Z value is used, with the equation specified, no matter what vertex type.
933 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
934 * Per vertex fog is calculated using the specified fog equation and the parameters
936 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
937 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
938 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
941 * Rules for vertex fog with shaders:
943 * When mixing fixed function functionality with the programmable pipeline, D3D expects
944 * the fog computation to happen during transformation while openGL expects it to happen
945 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
946 * the pixel shader while openGL always expects the pixel shader to handle the blending.
947 * To solve this problem, WineD3D does:
948 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
950 * and 2) disables the fog computation (in either the fixed function or programmable
951 * rasterizer) if using a vertex program.
954 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
959 if (!use_vs(stateblock) && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
961 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
965 if (use_vs(stateblock) && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog)
967 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
968 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
972 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
973 glFogi(GL_FOG_MODE, GL_LINEAR);
974 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
979 if(context->fog_coord) {
980 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982 context->fog_coord = FALSE;
984 context->last_was_foggy_shader = TRUE;
986 else if (use_ps(stateblock))
988 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
989 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
992 context->last_was_foggy_shader = FALSE;
994 /* If both fogmodes are set use the table fog mode */
995 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
996 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
998 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1001 case WINED3DFOG_EXP:
1002 case WINED3DFOG_EXP2:
1003 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1008 case WINED3DFOG_LINEAR:
1009 fogstart = -1.0f/(fogend-fogstart);
1010 fogend *= -fogstart;
1013 case WINED3DFOG_NONE:
1014 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1018 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1021 if(context->fog_coord) {
1022 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1023 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1024 context->fog_coord = FALSE;
1027 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1028 * the system will apply only pixel(=table) fog effects."
1030 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1031 glHint(GL_FOG_HINT, GL_FASTEST);
1032 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1033 context->last_was_foggy_shader = FALSE;
1035 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1036 /* If processed vertices are used, fall through to the NONE case */
1037 case WINED3DFOG_EXP: {
1038 if(!context->last_was_rhw) {
1039 glFogi(GL_FOG_MODE, GL_EXP);
1040 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1041 if(context->fog_coord) {
1042 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1043 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1044 context->fog_coord = FALSE;
1049 case WINED3DFOG_EXP2: {
1050 if(!context->last_was_rhw) {
1051 glFogi(GL_FOG_MODE, GL_EXP2);
1052 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1053 if(context->fog_coord) {
1054 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056 context->fog_coord = FALSE;
1061 case WINED3DFOG_LINEAR: {
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_LINEAR);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1065 if(context->fog_coord) {
1066 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1067 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1068 context->fog_coord = FALSE;
1073 case WINED3DFOG_NONE: {
1074 /* Both are none? According to msdn the alpha channel of the specular
1075 * color contains a fog factor. Set it in drawStridedSlow.
1076 * Same happens with Vertexfog on transformed vertices
1078 if(context->fog_coord == FALSE) {
1079 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1080 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1081 context->fog_coord = TRUE;
1083 glFogi(GL_FOG_MODE, GL_LINEAR);
1084 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1089 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1092 glHint(GL_FOG_HINT, GL_NICEST);
1093 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1094 context->last_was_foggy_shader = FALSE;
1096 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1097 case WINED3DFOG_EXP:
1098 glFogi(GL_FOG_MODE, GL_EXP);
1099 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1100 if(context->fog_coord) {
1101 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1102 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1103 context->fog_coord = FALSE;
1107 case WINED3DFOG_EXP2:
1108 glFogi(GL_FOG_MODE, GL_EXP2);
1109 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1110 if(context->fog_coord) {
1111 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1112 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1113 context->fog_coord = FALSE;
1117 case WINED3DFOG_LINEAR:
1118 glFogi(GL_FOG_MODE, GL_LINEAR);
1119 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1120 if(context->fog_coord) {
1121 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1122 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1123 context->fog_coord = FALSE;
1127 case WINED3DFOG_NONE: /* Won't happen */
1129 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1135 checkGLcall("glEnable GL_FOG");
1137 if(fogstart != fogend)
1139 glFogfv(GL_FOG_START, &fogstart);
1140 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1141 TRACE("Fog Start == %f\n", fogstart);
1143 glFogfv(GL_FOG_END, &fogend);
1144 checkGLcall("glFogf(GL_FOG_END, fogend)");
1145 TRACE("Fog End == %f\n", fogend);
1149 glFogf(GL_FOG_START, -1.0 / 0.0);
1150 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1151 TRACE("Fog Start == %f\n", fogstart);
1153 glFogf(GL_FOG_END, 0.0);
1154 checkGLcall("glFogf(GL_FOG_END, fogend)");
1155 TRACE("Fog End == %f\n", fogend);
1159 checkGLcall("glDisable GL_FOG");
1163 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1164 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1165 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1169 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1170 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1171 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1172 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1174 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1175 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1179 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1181 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1182 glFogfv(GL_FOG_COLOR, &col[0]);
1183 checkGLcall("glFog GL_FOG_COLOR");
1186 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1191 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1192 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1193 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1196 /* TODO: Merge with primitive type + init_materials()!! */
1197 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1198 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1200 const WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1201 BOOL isDiffuseSupplied;
1203 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1204 * The vertex declaration will call this function if the fixed function pipeline is used.
1207 if(isStateDirty(context, STATE_VDECL)) {
1211 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1213 context->num_untracked_materials = 0;
1214 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1215 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1216 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1217 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1218 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1219 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1221 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1222 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1223 Parm = GL_AMBIENT_AND_DIFFUSE;
1227 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1228 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1229 context->num_untracked_materials++;
1231 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1232 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1233 context->num_untracked_materials++;
1235 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1237 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1238 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1239 context->num_untracked_materials++;
1241 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1242 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1243 context->num_untracked_materials++;
1245 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1247 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1248 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1249 context->num_untracked_materials++;
1251 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1256 /* Nothing changed, return. */
1257 if (Parm == context->tracking_parm) return;
1260 glDisable(GL_COLOR_MATERIAL);
1261 checkGLcall("glDisable GL_COLOR_MATERIAL");
1263 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1264 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1265 glEnable(GL_COLOR_MATERIAL);
1266 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1269 /* Apparently calls to glMaterialfv are ignored for properties we're
1270 * tracking with glColorMaterial, so apply those here. */
1271 switch (context->tracking_parm) {
1272 case GL_AMBIENT_AND_DIFFUSE:
1273 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1274 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1275 checkGLcall("glMaterialfv");
1279 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1280 checkGLcall("glMaterialfv");
1284 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1285 checkGLcall("glMaterialfv");
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1290 checkGLcall("glMaterialfv");
1294 /* Only change material color if specular is enabled, otherwise it is set to black */
1295 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1296 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1297 checkGLcall("glMaterialfv");
1299 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1301 checkGLcall("glMaterialfv");
1306 context->tracking_parm = Parm;
1309 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1312 WINED3DLINEPATTERN lp;
1314 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1316 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1318 if (tmppattern.lp.wRepeatFactor) {
1319 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1320 checkGLcall("glLineStipple(repeat, linepattern)");
1321 glEnable(GL_LINE_STIPPLE);
1322 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1324 glDisable(GL_LINE_STIPPLE);
1325 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1329 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1335 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1336 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1337 TRACE("ZBias value %f\n", tmpvalue.f);
1338 glPolygonOffset(0, -tmpvalue.f);
1339 checkGLcall("glPolygonOffset(0, -Value)");
1340 glEnable(GL_POLYGON_OFFSET_FILL);
1341 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1342 glEnable(GL_POLYGON_OFFSET_LINE);
1343 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1344 glEnable(GL_POLYGON_OFFSET_POINT);
1345 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1347 glDisable(GL_POLYGON_OFFSET_FILL);
1348 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1349 glDisable(GL_POLYGON_OFFSET_LINE);
1350 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1351 glDisable(GL_POLYGON_OFFSET_POINT);
1352 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1357 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1358 if(isStateDirty(context, STATE_VDECL)) {
1361 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1362 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1363 * by zero and is not properly defined in opengl, so avoid it
1365 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1366 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1367 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1368 glEnable(GL_NORMALIZE);
1369 checkGLcall("glEnable(GL_NORMALIZE);");
1371 glDisable(GL_NORMALIZE);
1372 checkGLcall("glDisable(GL_NORMALIZE);");
1376 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1382 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1383 if(tmpvalue.f != 1.0) {
1384 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1386 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1387 if(tmpvalue.f != 64.0) {
1388 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1393 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1399 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1400 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1402 /* Max point size trumps min point size */
1407 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1408 checkGLcall("glPointParameterfEXT(...)");
1409 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1410 checkGLcall("glPointParameterfEXT(...)");
1413 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1419 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1420 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1422 /* Max point size trumps min point size */
1427 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1428 checkGLcall("glPointParameterfARB(...)");
1429 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1430 checkGLcall("glPointParameterfARB(...)");
1433 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1434 /* TODO: Group this with the viewport */
1436 * POINTSCALEENABLE controls how point size value is treated. If set to
1437 * true, the point size is scaled with respect to height of viewport.
1438 * When set to false point size is in pixels.
1441 /* Default values */
1442 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1446 } pointSize, A, B, C;
1448 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1449 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1450 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1451 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1453 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1454 GLfloat scaleFactor;
1455 float h = stateblock->viewport.Height;
1457 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1459 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1460 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1461 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1462 * are less than 1.0f. scale_factor = 1.0f / point_size.
1464 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1465 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1466 * is 1.0, but then accepts points below that and draws too small points
1468 pointSize.f = GL_LIMITS(pointsizemin);
1469 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1470 /* gl already scales the input to glPointSize,
1471 * d3d scales the result after the point size scale.
1472 * If the point size is bigger than the max size, use the
1473 * scaling to scale it bigger, and set the gl point size to max
1475 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1476 TRACE("scale: %f\n", scaleFactor);
1477 pointSize.f = GL_LIMITS(pointsize);
1481 scaleFactor = pow(h * scaleFactor, 2);
1483 att[0] = A.f / scaleFactor;
1484 att[1] = B.f / scaleFactor;
1485 att[2] = C.f / scaleFactor;
1488 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1489 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1490 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1492 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1493 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1494 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1495 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1496 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1499 glPointSize(pointSize.f);
1500 checkGLcall("glPointSize(...);");
1503 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1506 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1507 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1508 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1509 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1510 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1511 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1512 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1513 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1514 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1515 checkGLcall("glColorMask(...)");
1517 /* depends on WINED3DRS_COLORWRITEENABLE. */
1518 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1519 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1520 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1521 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1522 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1523 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1524 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1528 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1529 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1530 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1531 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1533 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1534 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1538 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1539 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1540 TRACE("Last Pixel Drawing Enabled\n");
1544 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1547 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1552 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1553 /* TODO: NV_POINT_SPRITE */
1554 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1555 TRACE("Point sprites not supported\n");
1559 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1560 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1561 glEnable(GL_POINT_SPRITE_ARB);
1562 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1564 glDisable(GL_POINT_SPRITE_ARB);
1565 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1569 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1571 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1572 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1573 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1574 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1576 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1579 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1580 stateblock->renderState[WINED3DRS_WRAP1] ||
1581 stateblock->renderState[WINED3DRS_WRAP2] ||
1582 stateblock->renderState[WINED3DRS_WRAP3] ||
1583 stateblock->renderState[WINED3DRS_WRAP4] ||
1584 stateblock->renderState[WINED3DRS_WRAP5] ||
1585 stateblock->renderState[WINED3DRS_WRAP6] ||
1586 stateblock->renderState[WINED3DRS_WRAP7] ||
1587 stateblock->renderState[WINED3DRS_WRAP8] ||
1588 stateblock->renderState[WINED3DRS_WRAP9] ||
1589 stateblock->renderState[WINED3DRS_WRAP10] ||
1590 stateblock->renderState[WINED3DRS_WRAP11] ||
1591 stateblock->renderState[WINED3DRS_WRAP12] ||
1592 stateblock->renderState[WINED3DRS_WRAP13] ||
1593 stateblock->renderState[WINED3DRS_WRAP14] ||
1594 stateblock->renderState[WINED3DRS_WRAP15] ) {
1595 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1599 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1600 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1601 WARN("Multisample antialiasing not supported by gl\n");
1605 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1606 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1607 glEnable(GL_MULTISAMPLE_ARB);
1608 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1610 glDisable(GL_MULTISAMPLE_ARB);
1611 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1615 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1616 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1617 glEnable(GL_SCISSOR_TEST);
1618 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1620 glDisable(GL_SCISSOR_TEST);
1621 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1625 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1631 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1632 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1633 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1634 glEnable(GL_POLYGON_OFFSET_FILL);
1635 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1636 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1637 checkGLcall("glPolygonOffset(...)");
1639 glDisable(GL_POLYGON_OFFSET_FILL);
1640 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1644 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1645 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1646 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1647 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1649 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1650 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1654 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1656 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1657 FIXME(" Stippled Alpha not supported yet.\n");
1660 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1662 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1663 FIXME(" Antialias not supported yet.\n");
1666 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1668 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1669 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1672 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1674 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1675 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1678 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1686 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1688 static BOOL displayed = FALSE;
1690 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1692 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1698 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1700 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1701 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1704 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1706 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1707 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1710 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1712 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1713 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1716 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1718 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1722 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1723 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1724 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1728 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1729 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1730 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1734 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1735 if(stateblock->renderState[WINED3DRS_ROP2]) {
1736 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1740 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1741 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1742 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1746 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1748 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1752 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1753 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1754 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1758 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1759 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1760 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1764 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1765 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1766 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1770 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1771 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1772 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1776 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1777 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1778 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1782 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1783 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1784 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1788 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1789 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1790 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1794 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1795 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1796 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1800 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1801 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1802 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1806 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1807 #if defined (GL_VERSION_1_3)
1808 # define useext(A) A
1809 #elif defined (GL_EXT_texture_env_combine)
1810 # define useext(A) A##_EXT
1811 #elif defined (GL_ARB_texture_env_combine)
1812 # define useext(A) A##_ARB
1815 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1816 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1817 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1818 * flag specifies the complement of the input should be used. */
1819 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1820 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1822 /* Calculate the operand */
1824 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1825 else *operand = GL_ONE_MINUS_SRC_COLOR;
1827 if (from_alpha) *operand = GL_SRC_ALPHA;
1828 else *operand = GL_SRC_COLOR;
1831 /* Calculate the source */
1832 switch (arg & WINED3DTA_SELECTMASK) {
1833 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1834 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1835 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1836 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1837 case WINED3DTA_SPECULAR:
1839 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1840 * 'Secondary color' and isn't supported until base GL supports it
1841 * There is no concept of temp registers as far as I can tell
1843 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1844 *source = GL_TEXTURE;
1847 FIXME("Unrecognized texture arg %#x\n", arg);
1848 *source = GL_TEXTURE;
1853 /* Setup the texture operations texture stage states */
1854 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1856 GLenum src1, src2, src3;
1857 GLenum opr1, opr2, opr3;
1859 GLenum src0_target, src1_target, src2_target;
1860 GLenum opr0_target, opr1_target, opr2_target;
1862 GLenum opr=0, invopr, src3_target, opr3_target;
1863 BOOL Handled = FALSE;
1864 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1865 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1867 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1869 /* This is called by a state handler which has the gl lock held and a context for the thread */
1871 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1872 the form (a1 <operation> a2). However, some of the more complex operations
1873 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1874 in a third parameter called a0. Therefore these are operations of the form
1875 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1877 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1878 functions below, expect their syntax to differ slightly to those listed in the
1879 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1880 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1883 comb_target = useext(GL_COMBINE_ALPHA);
1884 src0_target = useext(GL_SOURCE0_ALPHA);
1885 src1_target = useext(GL_SOURCE1_ALPHA);
1886 src2_target = useext(GL_SOURCE2_ALPHA);
1887 opr0_target = useext(GL_OPERAND0_ALPHA);
1888 opr1_target = useext(GL_OPERAND1_ALPHA);
1889 opr2_target = useext(GL_OPERAND2_ALPHA);
1890 scal_target = GL_ALPHA_SCALE;
1893 comb_target = useext(GL_COMBINE_RGB);
1894 src0_target = useext(GL_SOURCE0_RGB);
1895 src1_target = useext(GL_SOURCE1_RGB);
1896 src2_target = useext(GL_SOURCE2_RGB);
1897 opr0_target = useext(GL_OPERAND0_RGB);
1898 opr1_target = useext(GL_OPERAND1_RGB);
1899 opr2_target = useext(GL_OPERAND2_RGB);
1900 scal_target = useext(GL_RGB_SCALE);
1903 /* If a texture stage references an invalid texture unit the stage just
1904 * passes through the result from the previous stage */
1905 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1906 arg1 = WINED3DTA_CURRENT;
1907 op = WINED3DTOP_SELECTARG1;
1910 /* From MSDN (WINED3DTSS_ALPHAARG1) :
1911 The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1912 then the default argument is WINED3DTA_DIFFUSE.
1913 FIXME? If texture added/removed, may need to reset back as well? */
1914 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1915 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1917 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1919 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1920 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1922 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1924 Handled = TRUE; /* Assume will be handled */
1926 /* Other texture operations require special extensions: */
1927 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1930 invopr = GL_ONE_MINUS_SRC_ALPHA;
1931 src3_target = GL_SOURCE3_ALPHA_NV;
1932 opr3_target = GL_OPERAND3_ALPHA_NV;
1935 invopr = GL_ONE_MINUS_SRC_COLOR;
1936 src3_target = GL_SOURCE3_RGB_NV;
1937 opr3_target = GL_OPERAND3_RGB_NV;
1940 case WINED3DTOP_DISABLE: /* Only for alpha */
1941 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1942 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1943 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1944 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1945 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1946 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1947 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1948 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1949 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1950 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1951 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1952 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1953 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1954 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1955 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1956 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1957 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1958 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1960 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1961 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1962 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1963 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1964 if (op == WINED3DTOP_SELECTARG1) {
1965 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1966 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1967 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1968 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1970 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1971 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1972 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
1973 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
1975 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1976 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1977 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1978 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1979 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1980 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1981 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1982 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1983 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1984 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1985 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1986 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1989 case WINED3DTOP_MODULATE:
1990 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1991 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1992 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1993 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1994 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1995 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1996 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1997 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1998 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1999 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2000 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2001 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2002 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2003 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2004 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2005 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2006 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2007 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2008 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2009 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2011 case WINED3DTOP_MODULATE2X:
2012 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2013 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2014 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2015 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2016 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2017 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2018 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2019 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2020 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2021 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2022 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2023 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2024 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2025 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2026 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2027 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2028 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2029 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2030 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2031 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2033 case WINED3DTOP_MODULATE4X:
2034 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2035 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2036 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2037 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2038 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2039 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2040 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2041 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2042 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2043 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2044 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2045 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2046 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2047 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2048 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2049 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2050 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2051 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2052 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2053 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2056 case WINED3DTOP_ADD:
2057 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2058 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2059 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2060 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2061 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2062 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2063 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2064 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2065 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2066 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2067 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2068 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2069 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2070 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2071 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2072 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2073 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2074 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2075 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2076 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2079 case WINED3DTOP_ADDSIGNED:
2080 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2081 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2082 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2083 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2084 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2085 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2086 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2087 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2088 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2089 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2090 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2091 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2092 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2093 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2094 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2095 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2096 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2097 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2098 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2099 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2102 case WINED3DTOP_ADDSIGNED2X:
2103 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2104 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2105 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2106 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2107 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2108 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2109 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2110 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2111 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2112 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2113 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2114 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2115 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2116 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2117 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2118 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2119 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2120 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2121 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2122 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2125 case WINED3DTOP_ADDSMOOTH:
2126 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2127 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2128 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2129 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2130 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2131 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2132 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2134 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2135 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2136 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2137 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2138 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2139 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2140 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2141 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2143 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2144 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2145 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2146 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2148 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2149 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2150 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2151 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2154 case WINED3DTOP_BLENDDIFFUSEALPHA:
2155 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2156 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2157 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2158 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2159 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2160 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2161 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2162 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2163 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2164 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2165 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2166 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2167 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2168 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2169 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2170 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2171 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2172 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2173 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2174 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2176 case WINED3DTOP_BLENDTEXTUREALPHA:
2177 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2178 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2179 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2180 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2181 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2182 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2183 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2184 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2185 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2186 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2187 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2188 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2189 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2190 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2191 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2192 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2193 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2194 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2195 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2196 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2198 case WINED3DTOP_BLENDFACTORALPHA:
2199 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2200 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2201 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2202 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2203 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2204 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2205 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2206 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2207 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2208 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2209 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2210 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2211 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2212 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2213 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2214 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2215 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2216 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2217 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2218 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2220 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2221 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2222 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2223 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2224 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2225 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2226 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2227 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2229 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2230 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2231 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2232 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2233 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2234 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2235 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2236 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2237 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2238 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2239 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2240 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2242 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2243 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2244 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2245 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2246 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2247 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2248 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2249 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2250 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2251 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2252 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2253 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2254 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2255 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2256 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2257 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2258 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2260 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2261 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2263 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2264 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2265 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2266 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2268 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2269 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2270 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2271 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2272 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2273 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2274 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2275 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2276 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2277 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2278 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2279 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2280 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2282 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2283 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2285 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2286 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2287 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2288 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2289 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2290 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2291 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2292 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2294 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2295 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2296 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2297 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2298 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2299 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2300 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2301 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2302 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2303 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2304 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2305 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2306 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2307 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2308 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2309 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2310 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2312 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2313 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2314 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2315 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2317 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2318 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2319 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2320 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2322 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2323 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2324 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2325 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2326 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2328 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2329 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2330 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2331 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2333 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2334 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2335 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2336 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2337 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2338 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2339 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2340 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2342 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2343 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2345 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2346 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2347 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2348 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2349 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2350 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2351 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2352 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2354 case WINED3DTOP_MULTIPLYADD:
2355 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2356 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2357 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2358 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2359 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2360 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2361 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2362 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2363 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2364 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2365 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2366 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2367 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2368 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2369 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2370 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2371 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2372 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2373 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2374 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2377 case WINED3DTOP_BUMPENVMAP:
2381 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2382 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2388 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2389 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2393 } /* GL_NV_texture_env_combine4 */
2395 Handled = TRUE; /* Again, assume handled */
2397 case WINED3DTOP_DISABLE: /* Only for alpha */
2398 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2399 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2400 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2401 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2402 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2403 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2404 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2405 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2407 case WINED3DTOP_SELECTARG1:
2408 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2409 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2410 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2411 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2412 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2413 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2414 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2417 case WINED3DTOP_SELECTARG2:
2418 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2420 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2422 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2423 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2424 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2425 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2427 case WINED3DTOP_MODULATE:
2428 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2430 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2432 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2434 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2435 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2436 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2437 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2438 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2439 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2441 case WINED3DTOP_MODULATE2X:
2442 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2443 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2444 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2445 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2446 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2447 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2448 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2449 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2450 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2451 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2452 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2453 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2455 case WINED3DTOP_MODULATE4X:
2456 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2457 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2458 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2459 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2460 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2461 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
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, scal_target, 4);
2467 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2469 case WINED3DTOP_ADD:
2470 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2471 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2472 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2473 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2474 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2475 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2476 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2477 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2478 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2479 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2480 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2481 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2483 case WINED3DTOP_ADDSIGNED:
2484 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2485 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2486 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2487 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2488 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2489 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2490 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2491 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2492 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2493 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2494 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2495 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2497 case WINED3DTOP_ADDSIGNED2X:
2498 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2499 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2500 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2501 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2502 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2503 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2504 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2505 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2506 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2507 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2508 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2509 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2511 case WINED3DTOP_SUBTRACT:
2512 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2513 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2514 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2515 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2517 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2519 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2520 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2521 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2522 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2523 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2524 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2526 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2530 case WINED3DTOP_BLENDDIFFUSEALPHA:
2531 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2532 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2533 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2534 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2535 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2536 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2537 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2538 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2539 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2540 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2541 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2542 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2543 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2544 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2545 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2546 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2548 case WINED3DTOP_BLENDTEXTUREALPHA:
2549 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2550 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2551 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2552 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2553 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2554 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2555 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2556 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2557 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2558 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2559 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2560 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2561 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2562 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2563 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2564 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2566 case WINED3DTOP_BLENDFACTORALPHA:
2567 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2568 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2569 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2570 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2571 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2572 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2573 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2574 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2575 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2576 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2577 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2578 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2579 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2580 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2581 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584 case WINED3DTOP_BLENDCURRENTALPHA:
2585 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2587 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2596 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2597 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2598 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2599 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2600 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2602 case WINED3DTOP_DOTPRODUCT3:
2603 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2604 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2605 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2606 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2607 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2608 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2610 FIXME("This version of opengl does not support GL_DOT3\n");
2612 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2613 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2614 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2615 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2616 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2617 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2618 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2619 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2620 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2621 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2623 case WINED3DTOP_LERP:
2624 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2625 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2626 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2627 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2628 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2629 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2630 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2631 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2632 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2633 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2634 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2635 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2636 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2637 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2638 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2639 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2641 case WINED3DTOP_ADDSMOOTH:
2642 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2643 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2645 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2648 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2649 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2650 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2651 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2653 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2654 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2655 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2656 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2657 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2658 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2659 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2660 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2661 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2662 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2663 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2664 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2668 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2669 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2670 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2671 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2672 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2673 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2674 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2675 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2676 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2677 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2678 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2679 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2680 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2681 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2682 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2683 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2684 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2685 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2689 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2690 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2691 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2692 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2693 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2694 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2696 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2697 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2698 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2699 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2701 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2702 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2703 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2704 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2705 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2706 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2707 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2708 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2709 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2710 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2711 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2712 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2716 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2717 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2718 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2719 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2720 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2721 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2722 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2723 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2724 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2725 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2727 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2728 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2729 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2730 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2732 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2733 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2734 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2735 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2736 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2737 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2738 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2739 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2743 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2744 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2745 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2746 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2747 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2748 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2750 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2751 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2752 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2753 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2755 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2756 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2757 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2758 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2759 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2760 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2761 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2762 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2763 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2764 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2765 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2766 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2770 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2771 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2772 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2774 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2777 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2778 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2779 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2780 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2782 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2783 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2784 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2785 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2787 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2788 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2789 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2790 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2792 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2793 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2794 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2795 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2796 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2797 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2798 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2799 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2803 case WINED3DTOP_MULTIPLYADD:
2804 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2805 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2807 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2809 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2810 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2811 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2812 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2813 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2814 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2815 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2816 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2817 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2818 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2819 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2820 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2824 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2825 case WINED3DTOP_BUMPENVMAP:
2826 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2827 /* Technically texture shader support without register combiners is possible, but not expected to occur
2828 * on real world cards, so for now a fixme should be enough
2830 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2837 BOOL combineOK = TRUE;
2838 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2842 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2844 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2847 /* Note: If COMBINE4 in effect can't go back to combine! */
2849 case WINED3DTOP_ADDSMOOTH:
2850 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2851 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2852 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2853 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2854 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2855 case WINED3DTOP_MULTIPLYADD:
2856 /* Ignore those implemented in both cases */
2858 case WINED3DTOP_SELECTARG1:
2859 case WINED3DTOP_SELECTARG2:
2864 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2871 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2872 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2878 /* After all the extensions, if still unhandled, report fixme */
2879 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2883 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2884 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2885 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2886 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2888 TRACE("Setting color op for stage %d\n", stage);
2890 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2891 if (use_ps(stateblock)) return;
2893 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2895 if (mapped_stage != -1) {
2896 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2897 FIXME("Attempt to enable unsupported stage!\n");
2900 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2901 checkGLcall("glActiveTextureARB");
2904 if(stage >= stateblock->lowest_disabled_stage) {
2905 TRACE("Stage disabled\n");
2906 if (mapped_stage != -1) {
2907 /* Disable everything here */
2908 glDisable(GL_TEXTURE_2D);
2909 checkGLcall("glDisable(GL_TEXTURE_2D)");
2910 glDisable(GL_TEXTURE_3D);
2911 checkGLcall("glDisable(GL_TEXTURE_3D)");
2912 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2913 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2914 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2916 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2917 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2918 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2925 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2926 * if the sampler for this stage is dirty
2928 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2929 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2932 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2933 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2934 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2935 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2936 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2939 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2940 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2941 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2942 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2943 DWORD op, arg1, arg2, arg0;
2945 TRACE("Setting alpha op for stage %d\n", stage);
2946 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2947 if (mapped_stage != -1) {
2948 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2949 FIXME("Attempt to enable unsupported stage!\n");
2952 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2953 checkGLcall("glActiveTextureARB");
2956 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2957 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2958 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2959 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2961 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2963 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2965 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2967 IWineD3DSurfaceImpl *surf;
2969 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2971 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
2972 && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
2974 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2975 * properly. On the other hand applications can still use texture combiners apparently. This code
2976 * takes care that apps cannot remove the texture's alpha channel entirely.
2978 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2979 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2980 * and alpha component of diffuse color to draw things like translucent text and perform other
2983 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2984 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2985 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2986 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2987 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2988 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2989 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2990 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2991 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2994 * What to do with multitexturing? So far no app has been found that uses color keying with
2996 if (op == WINED3DTOP_DISABLE)
2998 arg1 = WINED3DTA_TEXTURE;
2999 op = WINED3DTOP_SELECTARG1;
3001 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3003 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3005 arg2 = WINED3DTA_TEXTURE;
3006 op = WINED3DTOP_MODULATE;
3008 else arg1 = WINED3DTA_TEXTURE;
3010 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3012 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3014 arg1 = WINED3DTA_TEXTURE;
3015 op = WINED3DTOP_MODULATE;
3017 else arg2 = WINED3DTA_TEXTURE;
3023 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3024 * this if block here, and the other code(color keying, texture unit selection) are the same
3026 TRACE("Setting alpha op for stage %d\n", stage);
3027 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3028 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3029 op, arg1, arg2, arg0,
3031 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3033 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3034 op, arg1, arg2, arg0);
3038 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3039 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3040 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3044 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3045 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3047 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3051 if (mapped_stage == -1) return;
3053 if(mapped_stage >= GL_LIMITS(textures)) {
3056 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3057 checkGLcall("glActiveTextureARB");
3058 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3059 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3061 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3062 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3064 context->last_was_rhw,
3065 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3066 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3067 WINED3DDECLTYPE_UNUSED,
3068 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3070 /* The sampler applying function calls us if this changes */
3071 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3074 FIXME("Non-power2 texture being used with generated texture coords\n");
3076 TRACE("Non power two matrix multiply fixup\n");
3077 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3081 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3084 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3085 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3086 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3090 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLint *curVBO)
3092 const UINT *offset = stateblock->streamOffset;
3093 unsigned int mapped_stage = 0;
3094 unsigned int textureNo = 0;
3096 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3097 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3099 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3100 if (mapped_stage == -1) continue;
3102 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3103 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3104 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3106 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3107 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3108 checkGLcall("glBindBufferARB");
3109 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3112 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3113 checkGLcall("glClientActiveTextureARB");
3115 /* The coords to supply depend completely on the fvf / vertex shader */
3117 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3118 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3119 sd->u.s.texCoords[coordIdx].dwStride,
3120 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3121 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3123 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3126 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3127 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3128 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3129 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3133 checkGLcall("loadTexCoords");
3136 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3137 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3138 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3139 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3140 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3141 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3142 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3144 if (mapped_stage == -1) {
3145 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3149 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3152 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3153 checkGLcall("glActiveTextureARB");
3155 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3157 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3158 * one flag, you can still specify an index value, which the system uses to
3159 * determine the texture wrapping mode.
3160 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3161 * means use the vertex position (camera-space) as the input texture coordinates
3162 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3163 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3164 * to the TEXCOORDINDEX value
3168 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3170 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3171 case WINED3DTSS_TCI_PASSTHRU:
3172 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3173 glDisable(GL_TEXTURE_GEN_S);
3174 glDisable(GL_TEXTURE_GEN_T);
3175 glDisable(GL_TEXTURE_GEN_R);
3176 glDisable(GL_TEXTURE_GEN_Q);
3177 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3180 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3181 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3182 * as the input texture coordinates for this stage's texture transformation. This
3183 * equates roughly to EYE_LINEAR
3186 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3188 glMatrixMode(GL_MODELVIEW);
3191 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3192 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3193 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3194 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3197 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3198 glEnable(GL_TEXTURE_GEN_S);
3199 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3200 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3201 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3202 glEnable(GL_TEXTURE_GEN_T);
3203 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3204 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3205 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3206 glEnable(GL_TEXTURE_GEN_R);
3207 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3208 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3209 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3213 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3215 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3216 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3218 glMatrixMode(GL_MODELVIEW);
3221 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3222 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3223 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3224 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3227 glEnable(GL_TEXTURE_GEN_S);
3228 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3229 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3230 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3231 glEnable(GL_TEXTURE_GEN_T);
3232 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3233 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3234 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3235 glEnable(GL_TEXTURE_GEN_R);
3236 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3237 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3238 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3243 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3245 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3246 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3248 glMatrixMode(GL_MODELVIEW);
3251 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3252 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3253 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3254 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3257 glEnable(GL_TEXTURE_GEN_S);
3258 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3259 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3260 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3261 glEnable(GL_TEXTURE_GEN_T);
3262 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3263 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3264 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3265 glEnable(GL_TEXTURE_GEN_R);
3266 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3267 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3268 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3273 /* Unhandled types: */
3276 /* ? disable GL_TEXTURE_GEN_n ? */
3277 glDisable(GL_TEXTURE_GEN_S);
3278 glDisable(GL_TEXTURE_GEN_T);
3279 glDisable(GL_TEXTURE_GEN_R);
3280 glDisable(GL_TEXTURE_GEN_Q);
3281 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3285 /* Update the texture matrix */
3286 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3287 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3290 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3291 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3292 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3293 * and do all the things linked to it
3294 * TODO: Tidy that up to reload only the arrays of the changed unit
3296 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3298 unloadTexCoords(stateblock);
3299 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3303 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3304 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3306 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3307 * has an update pending
3309 if(isStateDirty(context, STATE_VDECL) ||
3310 isStateDirty(context, STATE_PIXELSHADER)) {
3314 device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3317 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3318 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3320 if(stateblock->pixelShader && stage != 0 &&
3321 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3322 /* The pixel shader has to know the luminance scale. Do a constants update if it
3323 * isn't scheduled anyway
3325 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3326 !isStateDirty(context, STATE_PIXELSHADER)) {
3327 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3332 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3333 BOOL texIsPow2 = FALSE;
3334 DWORD sampler = state - STATE_SAMPLER(0);
3335 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3337 if(!texture) return;
3338 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3339 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3340 * scaling is reapplied or removed, the texture matrix has to be reapplied
3342 * The mapped stage is already active because the sampler() function below, which is part of the
3345 if(sampler < MAX_TEXTURES) {
3346 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
3348 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3350 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3351 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3355 else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
3357 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3362 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3364 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3365 else context->lastWasPow2Texture &= ~(1 << sampler);
3366 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3371 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3372 DWORD sampler = state - STATE_SAMPLER(0);
3373 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3379 TRACE("Sampler: %d\n", sampler);
3380 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3381 * only has to bind textures and set the per texture states
3384 if (mapped_stage == -1) {
3385 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3389 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3392 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3393 checkGLcall("glActiveTextureARB");
3395 if(stateblock->textures[sampler]) {
3396 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3397 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
3398 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3400 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3401 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3402 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3403 GL_TEXTURE_LOD_BIAS_EXT,
3405 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3408 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3410 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3411 /* If color keying is enabled update the alpha test, it depends on the existence
3412 * of a color key in stage 0
3414 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3417 } else if(mapped_stage < GL_LIMITS(textures)) {
3418 if(sampler < stateblock->lowest_disabled_stage) {
3419 /* TODO: What should I do with pixel shaders here ??? */
3420 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3421 /* If color keying is enabled update the alpha test, it depends on the existence
3422 * of a color key in stage 0
3424 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3426 } /* Otherwise tex_colorop disables the stage */
3427 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3428 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3432 static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3433 if (use_ps(stateblock))
3435 if(!context->last_was_pshader) {
3436 state_fog(state, stateblock, context);
3438 context->last_was_pshader = TRUE;
3440 if(context->last_was_pshader) {
3441 state_fog(state, stateblock, context);
3443 context->last_was_pshader = FALSE;
3447 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3448 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3449 BOOL use_pshader = use_ps(stateblock);
3450 BOOL use_vshader = use_vs(stateblock);
3454 if(!context->last_was_pshader) {
3455 /* Former draw without a pixel shader, some samplers
3456 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3457 * make sure to enable them
3459 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3460 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3461 sampler(STATE_SAMPLER(i), stateblock, context);
3465 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3466 * if a different texture was bound. I don't have to do anything.
3470 /* Disabled the pixel shader - color ops weren't applied
3471 * while it was enabled, so re-apply them.
3473 for(i=0; i < MAX_TEXTURES; i++) {
3474 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3475 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3476 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3481 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3482 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3484 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3485 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3490 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3491 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3492 if(stateblock->pixelShader && stage != 0 &&
3493 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3494 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3497 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3498 !isStateDirty(context, STATE_PIXELSHADER)) {
3499 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3504 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3505 /* This function is called by transform_view below if the view matrix was changed too
3507 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3508 * does not always update the world matrix, only on a switch between transformed
3509 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3510 * draw, but that should be rather rare and cheaper in total.
3512 glMatrixMode(GL_MODELVIEW);
3513 checkGLcall("glMatrixMode");
3515 if(context->last_was_rhw) {
3517 checkGLcall("glLoadIdentity()");
3519 /* In the general case, the view matrix is the identity matrix */
3520 if (stateblock->wineD3DDevice->view_ident) {
3521 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3522 checkGLcall("glLoadMatrixf");
3524 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3525 checkGLcall("glLoadMatrixf");
3526 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3527 checkGLcall("glMultMatrixf");
3532 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3533 UINT index = state - STATE_CLIPPLANE(0);
3535 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3539 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3540 glMatrixMode(GL_MODELVIEW);
3542 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3544 TRACE("Clipplane [%f,%f,%f,%f]\n",
3545 stateblock->clipplane[index][0],
3546 stateblock->clipplane[index][1],
3547 stateblock->clipplane[index][2],
3548 stateblock->clipplane[index][3]);
3549 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3550 checkGLcall("glClipPlane");
3555 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3556 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3558 TRACE("Setting world matrix %d\n", matrix);
3560 if(matrix >= GL_LIMITS(blends)) {
3561 WARN("Unsupported blend matrix set\n");
3563 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3567 /* GL_MODELVIEW0_ARB: 0x1700
3568 * GL_MODELVIEW1_ARB: 0x850a
3569 * GL_MODELVIEW2_ARB: 0x8722
3570 * GL_MODELVIEW3_ARB: 0x8723
3572 * GL_MODELVIEW31_ARB: 0x873F
3574 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3575 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3577 glMatrixMode(glMat);
3578 checkGLcall("glMatrixMode(glMat)");
3580 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3581 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3583 if(stateblock->wineD3DDevice->view_ident) {
3584 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3585 checkGLcall("glLoadMatrixf");
3587 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3588 checkGLcall("glLoadMatrixf");
3589 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3590 checkGLcall("glMultMatrixf");
3594 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3595 static BOOL once = FALSE;
3597 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3598 case WINED3DVBF_1WEIGHTS:
3599 case WINED3DVBF_2WEIGHTS:
3600 case WINED3DVBF_3WEIGHTS:
3603 /* TODO: Implement vertex blending in drawStridedSlow */
3604 FIXME("Vertex blending enabled, but not supported by hardware\n");
3608 case WINED3DVBF_TWEENING:
3609 WARN("Tweening not supported yet\n");
3613 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3614 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3617 case WINED3DVBF_1WEIGHTS:
3618 case WINED3DVBF_2WEIGHTS:
3619 case WINED3DVBF_3WEIGHTS:
3620 glEnable(GL_VERTEX_BLEND_ARB);
3621 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3623 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3624 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3626 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3628 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3630 for(i = 1; i < GL_LIMITS(blends); i++) {
3631 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3632 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3635 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3639 case WINED3DVBF_DISABLE:
3640 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3641 glDisable(GL_VERTEX_BLEND_ARB);
3642 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3645 case WINED3DVBF_TWEENING:
3646 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3647 * vertex weights in the vertices?
3648 * For now we don't report that as supported, so a warn should suffice
3650 WARN("Tweening not supported yet\n");
3655 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3658 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3659 * NOTE: We have to reset the positions even if the light/plane is not currently
3660 * enabled, since the call to enable it will not reset the position.
3661 * NOTE2: Apparently texture transforms do NOT need reapplying
3664 const PLIGHTINFOEL *light = NULL;
3666 glMatrixMode(GL_MODELVIEW);
3667 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3668 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3669 checkGLcall("glLoadMatrixf(...)");
3671 /* Reset lights. TODO: Call light apply func */
3672 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3673 light = stateblock->activeLights[k];
3674 if(!light) continue;
3675 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3676 checkGLcall("glLightfv posn");
3677 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3678 checkGLcall("glLightfv dirn");
3681 /* Reset Clipping Planes */
3682 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3683 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3684 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3688 if(context->last_was_rhw) {
3690 checkGLcall("glLoadIdentity()");
3691 /* No need to update the world matrix, the identity is fine */
3695 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3696 * No need to do it here if the state is scheduled for update.
3698 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3699 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3702 /* Avoid looping over a number of matrices if the app never used the functionality */
3703 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3704 for(k = 1; k < GL_LIMITS(blends); k++) {
3705 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3706 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3712 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3713 glMatrixMode(GL_PROJECTION);
3714 checkGLcall("glMatrixMode(GL_PROJECTION)");
3716 checkGLcall("glLoadIdentity");
3718 if(context->last_was_rhw) {
3719 double X, Y, height, width, minZ, maxZ;
3721 X = stateblock->viewport.X;
3722 Y = stateblock->viewport.Y;
3723 height = stateblock->viewport.Height;
3724 width = stateblock->viewport.Width;
3725 minZ = stateblock->viewport.MinZ;
3726 maxZ = stateblock->viewport.MaxZ;
3728 if(!stateblock->wineD3DDevice->untransformed) {
3729 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3730 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3731 * suppress depth clipping. This can be done because it is an orthogonal projection and
3732 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3733 * Persia 3D need this.
3735 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3736 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3737 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3740 * Also note that this breaks z comparison against z values filled in with clear,
3741 * but no app depending on that and disabled clipping has been found yet. Comparing
3742 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3745 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3746 * but this would break Z buffer operation. Raising the range to something less than
3747 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3750 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3751 if(stateblock->wineD3DDevice->render_offscreen) {
3752 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3754 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3757 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3758 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3759 * unmodified to opengl.
3761 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3762 * replacement shader.
3764 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3765 if(stateblock->wineD3DDevice->render_offscreen) {
3766 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3768 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3771 checkGLcall("glOrtho");
3773 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3774 glTranslatef(0.5, 0.5, 0);
3775 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3776 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3777 * render everything upside down when rendering offscreen. */
3778 if (stateblock->wineD3DDevice->render_offscreen) {
3779 glScalef(1.0, -1.0, 1.0);
3780 checkGLcall("glScalef");
3783 /* The rule is that the window coordinate 0 does not correspond to the
3784 beginning of the first pixel, but the center of the first pixel.
3785 As a consequence if you want to correctly draw one line exactly from
3786 the left to the right end of the viewport (with all matrices set to
3787 be identity), the x coords of both ends of the line would be not
3788 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3791 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3792 divide by the Width/Height, so we need the half range(1.0) to translate by
3795 The other fun is that d3d's output z range after the transformation is [0;1],
3796 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3797 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3798 of Z buffer precision and the clear values do not match in the z test. Thus scale
3799 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3803 * Careful with the order of operations here, we're essentially working backwards:
3805 * y = (y - 1/h) * flip;
3809 * glTranslatef(0.0, 0.0, -1.0);
3810 * glScalef(1.0, 1.0, 2.0);
3812 * glScalef(1.0, flip, 1.0);
3813 * glTranslatef(1/w, -1/h, 0.0);
3815 * This is equivalent to:
3816 * glTranslatef(1/w, -flip/h, -1.0)
3817 * glScalef(1.0, flip, 2.0);
3820 if (stateblock->wineD3DDevice->render_offscreen) {
3821 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3822 * render everything upside down when rendering offscreen. */
3823 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3824 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3825 glScalef(1.0, -1.0, 2.0);
3827 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3828 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3829 glScalef(1.0, 1.0, 2.0);
3831 checkGLcall("glScalef");
3833 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3834 checkGLcall("glLoadMatrixf");
3838 /* This should match any arrays loaded in loadVertexData.
3839 * stateblock impl is required for GL_SUPPORT
3840 * TODO: Only load / unload arrays if we have to.
3842 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3843 glDisableClientState(GL_VERTEX_ARRAY);
3844 glDisableClientState(GL_NORMAL_ARRAY);
3845 glDisableClientState(GL_COLOR_ARRAY);
3846 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3847 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3849 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3850 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3852 unloadTexCoords(stateblock);
3855 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3857 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3858 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3859 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3860 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3861 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3862 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3863 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3865 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3866 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3868 context->numbered_array_mask &= ~(1 << i);
3871 /* This should match any arrays loaded in loadNumberedArrays
3872 * TODO: Only load / unload arrays if we have to.
3874 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3876 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3877 GLint maxAttribs = 16;
3880 /* Leave all the attribs disabled */
3881 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3882 /* MESA does not support it right not */
3883 if (glGetError() != GL_NO_ERROR)
3885 for (i = 0; i < maxAttribs; ++i) {
3886 unload_numbered_array(stateblock, context, i);
3890 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3891 const WineDirect3DVertexStridedData *strided, WineD3DContext *context)
3893 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3895 const UINT *offset = stateblock->streamOffset;
3896 IWineD3DVertexBufferImpl *vb;
3897 DWORD_PTR shift_index;
3899 /* Default to no instancing */
3900 stateblock->wineD3DDevice->instancedDraw = FALSE;
3902 for (i = 0; i < MAX_ATTRIBS; i++) {
3903 if (!strided->u.input[i].VBO && !strided->u.input[i].lpData)
3905 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3909 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3910 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3911 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3912 stateblock->wineD3DDevice->instancedDraw = TRUE;
3916 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3918 if(strided->u.input[i].dwStride) {
3919 if(curVBO != strided->u.input[i].VBO) {
3920 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3921 checkGLcall("glBindBufferARB");
3922 curVBO = strided->u.input[i].VBO;
3924 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3925 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3926 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3927 * vbo we won't be load converted attributes anyway
3929 if(curVBO && vb->conv_shift) {
3930 TRACE("Loading attribute from shifted buffer\n");
3931 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3932 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3933 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3934 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3935 shift_index = shift_index % strided->u.input[i].dwStride;
3936 GL_EXTCALL(glVertexAttribPointerARB(i,
3937 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3938 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3939 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3942 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3943 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3944 offset[strided->u.input[i].streamNo]));
3947 GL_EXTCALL(glVertexAttribPointerARB(i,
3948 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3949 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3950 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3951 strided->u.input[i].dwStride,
3953 strided->u.input[i].lpData +
3954 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3955 offset[strided->u.input[i].streamNo]) );
3958 if (!(context->numbered_array_mask & (1 << i)))
3960 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3961 context->numbered_array_mask |= (1 << i);
3964 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3965 * set up the attribute statically. But we have to figure out the system memory address.
3967 const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3968 if(strided->u.input[i].VBO) {
3969 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3970 ptr += (long) vb->resource.allocatedMemory;
3973 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3975 switch(strided->u.input[i].dwType) {
3976 case WINED3DDECLTYPE_FLOAT1:
3977 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3979 case WINED3DDECLTYPE_FLOAT2:
3980 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3982 case WINED3DDECLTYPE_FLOAT3:
3983 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3985 case WINED3DDECLTYPE_FLOAT4:
3986 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3989 case WINED3DDECLTYPE_UBYTE4:
3990 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3992 case WINED3DDECLTYPE_UBYTE4N:
3993 case WINED3DDECLTYPE_D3DCOLOR:
3994 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3997 case WINED3DDECLTYPE_SHORT2:
3998 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4000 case WINED3DDECLTYPE_SHORT4:
4001 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4004 case WINED3DDECLTYPE_SHORT2N:
4006 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4007 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4010 case WINED3DDECLTYPE_USHORT2N:
4012 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4013 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4016 case WINED3DDECLTYPE_SHORT4N:
4017 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4019 case WINED3DDECLTYPE_USHORT4N:
4020 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4023 case WINED3DDECLTYPE_UDEC3:
4024 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4025 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4027 case WINED3DDECLTYPE_DEC3N:
4028 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4029 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4032 case WINED3DDECLTYPE_FLOAT16_2:
4033 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4034 * byte float according to the IEEE standard
4036 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4038 case WINED3DDECLTYPE_FLOAT16_4:
4039 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4042 case WINED3DDECLTYPE_UNUSED:
4044 ERR("Unexpected declaration in stride 0 attributes\n");
4050 checkGLcall("Loading numbered arrays");
4053 /* Used from 2 different functions, and too big to justify making it inlined */
4054 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd)
4056 const UINT *offset = stateblock->streamOffset;
4057 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4059 TRACE("Using fast vertex array code\n");
4061 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4062 stateblock->wineD3DDevice->instancedDraw = FALSE;
4064 /* Blend Data ---------------------------------------------- */
4065 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4066 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4068 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4069 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4070 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4072 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4073 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4075 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4077 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4078 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4079 sd->u.s.blendWeights.dwStride,
4080 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4082 if(curVBO != sd->u.s.blendWeights.VBO) {
4083 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4084 checkGLcall("glBindBufferARB");
4085 curVBO = sd->u.s.blendWeights.VBO;
4088 GL_EXTCALL(glWeightPointerARB)(
4089 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4090 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4091 sd->u.s.blendWeights.dwStride,
4092 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4094 checkGLcall("glWeightPointerARB");
4096 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4100 FIXME("blendMatrixIndices support\n");
4105 /* TODO: support blends in drawStridedSlow
4106 * No need to write a FIXME here, this is done after the general vertex decl decoding
4108 WARN("unsupported blending in openGl\n");
4111 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4112 static const GLbyte one = 1;
4113 GL_EXTCALL(glWeightbvARB(1, &one));
4114 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4118 /* Point Size ----------------------------------------------*/
4119 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4121 /* no such functionality in the fixed function GL pipeline */
4122 TRACE("Cannot change ptSize here in openGl\n");
4123 /* TODO: Implement this function in using shaders if they are available */
4127 /* Vertex Pointers -----------------------------------------*/
4128 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4129 /* Note dwType == float3 or float4 == 2 or 3 */
4130 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4131 sd->u.s.position.dwStride,
4132 sd->u.s.position.dwType + 1,
4133 sd->u.s.position.lpData));
4135 if(curVBO != sd->u.s.position.VBO) {
4136 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4137 checkGLcall("glBindBufferARB");
4138 curVBO = sd->u.s.position.VBO;
4141 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4142 handling for rhw mode should not impact screen position whereas in GL it does.
4143 This may result in very slightly distorted textures in rhw mode.
4144 There's always the other option of fixing the view matrix to
4145 prevent w from having any effect.
4147 This only applies to user pointer sources, in VBOs the vertices are fixed up
4149 if(sd->u.s.position.VBO == 0) {
4150 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4151 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4152 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4155 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4156 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4157 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4159 checkGLcall("glVertexPointer(...)");
4160 glEnableClientState(GL_VERTEX_ARRAY);
4161 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4164 /* Normals -------------------------------------------------*/
4165 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4166 /* Note dwType == float3 or float4 == 2 or 3 */
4167 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4168 sd->u.s.normal.dwStride,
4169 sd->u.s.normal.lpData));
4170 if(curVBO != sd->u.s.normal.VBO) {
4171 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4172 checkGLcall("glBindBufferARB");
4173 curVBO = sd->u.s.normal.VBO;
4176 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4177 sd->u.s.normal.dwStride,
4178 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4179 checkGLcall("glNormalPointer(...)");
4180 glEnableClientState(GL_NORMAL_ARRAY);
4181 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4184 glNormal3f(0, 0, 0);
4185 checkGLcall("glNormal3f(0, 0, 0)");
4188 /* Diffuse Colour --------------------------------------------*/
4189 /* WARNING: Data here MUST be in RGBA format, so cannot */
4190 /* go directly into fast mode from app pgm, because */
4191 /* directx requires data in BGRA format. */
4192 /* currently fixupVertices swizzles the format, but this isn't*/
4193 /* very practical when using VBOs */
4194 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4195 /* , or the user doesn't care and wants the speed advantage */
4197 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4198 /* Note dwType == float3 or float4 == 2 or 3 */
4199 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4200 sd->u.s.diffuse.dwStride,
4201 sd->u.s.diffuse.lpData));
4203 if(curVBO != sd->u.s.diffuse.VBO) {
4204 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4205 checkGLcall("glBindBufferARB");
4206 curVBO = sd->u.s.diffuse.VBO;
4209 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4210 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4211 sd->u.s.diffuse.dwStride,
4212 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4213 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4214 glEnableClientState(GL_COLOR_ARRAY);
4215 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4218 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4219 checkGLcall("glColor4f(1, 1, 1, 1)");
4222 /* Specular Colour ------------------------------------------*/
4223 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4224 TRACE("setting specular colour\n");
4225 /* Note dwType == float3 or float4 == 2 or 3 */
4226 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4227 sd->u.s.specular.dwStride,
4228 sd->u.s.specular.lpData));
4229 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4230 if(curVBO != sd->u.s.specular.VBO) {
4231 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4232 checkGLcall("glBindBufferARB");
4233 curVBO = sd->u.s.specular.VBO;
4235 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4236 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4237 sd->u.s.specular.dwStride,
4238 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4239 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4240 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4241 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4244 /* Missing specular color is not critical, no warnings */
4245 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4249 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4250 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4251 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4254 /* Missing specular color is not critical, no warnings */
4255 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4259 /* Texture coords -------------------------------------------*/
4260 loadTexCoords(stateblock, sd, &curVBO);
4263 static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations)
4265 /* Dump out what parts we have supplied */
4266 TRACE("Strided Data:\n");
4267 TRACE_STRIDED((dataLocations), position);
4268 TRACE_STRIDED((dataLocations), blendWeights);
4269 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4270 TRACE_STRIDED((dataLocations), normal);
4271 TRACE_STRIDED((dataLocations), pSize);
4272 TRACE_STRIDED((dataLocations), diffuse);
4273 TRACE_STRIDED((dataLocations), specular);
4274 TRACE_STRIDED((dataLocations), texCoords[0]);
4275 TRACE_STRIDED((dataLocations), texCoords[1]);
4276 TRACE_STRIDED((dataLocations), texCoords[2]);
4277 TRACE_STRIDED((dataLocations), texCoords[3]);
4278 TRACE_STRIDED((dataLocations), texCoords[4]);
4279 TRACE_STRIDED((dataLocations), texCoords[5]);
4280 TRACE_STRIDED((dataLocations), texCoords[6]);
4281 TRACE_STRIDED((dataLocations), texCoords[7]);
4282 TRACE_STRIDED((dataLocations), position2);
4283 TRACE_STRIDED((dataLocations), normal2);
4284 TRACE_STRIDED((dataLocations), tangent);
4285 TRACE_STRIDED((dataLocations), binormal);
4286 TRACE_STRIDED((dataLocations), tessFactor);
4287 TRACE_STRIDED((dataLocations), fog);
4288 TRACE_STRIDED((dataLocations), depth);
4289 TRACE_STRIDED((dataLocations), sample);
4294 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4295 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4297 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4298 BOOL useVertexShaderFunction;
4299 BOOL load_numbered = FALSE;
4300 BOOL load_named = FALSE;
4302 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4304 if(device->up_strided) {
4305 /* Note: this is a ddraw fixed-function code path */
4306 TRACE("================ Strided Input ===================\n");
4307 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4310 drawPrimitiveTraceDataLocations(dataLocations);
4313 /* Note: This is a fixed function or shader codepath.
4314 * This means it must handle both types of strided data.
4315 * Shaders must go through here to zero the strided data, even if they
4316 * don't set any declaration at all
4318 TRACE("================ Vertex Declaration ===================\n");
4319 memset(dataLocations, 0, sizeof(*dataLocations));
4320 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4321 useVertexShaderFunction, dataLocations, &fixup);
4324 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4326 if(useVertexShaderFunction) {
4327 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4328 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4329 device->useDrawStridedSlow = TRUE;
4331 load_numbered = TRUE;
4332 device->useDrawStridedSlow = FALSE;
4335 (dataLocations->u.s.pSize.lpData == NULL &&
4336 dataLocations->u.s.diffuse.lpData == NULL &&
4337 dataLocations->u.s.specular.lpData == NULL)) {
4338 /* Load the vertex data using named arrays */
4340 device->useDrawStridedSlow = FALSE;
4342 TRACE("Not loading vertex data\n");
4343 device->useDrawStridedSlow = TRUE;
4346 if (context->numberedArraysLoaded && !load_numbered)
4348 unloadNumberedArrays(stateblock, context);
4349 context->numberedArraysLoaded = FALSE;
4350 context->numbered_array_mask = 0;
4352 else if (context->namedArraysLoaded)
4354 unloadVertexData(stateblock);
4355 context->namedArraysLoaded = FALSE;
4360 TRACE("Loading numbered arrays\n");
4361 loadNumberedArrays(stateblock, dataLocations, context);
4362 context->numberedArraysLoaded = TRUE;
4364 else if (load_named)
4366 TRACE("Loading vertex data\n");
4367 loadVertexData(stateblock, dataLocations);
4368 context->namedArraysLoaded = TRUE;
4371 /* Generate some fixme's if unsupported functionality is being used */
4372 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4373 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4374 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4375 FIXME("Tweening is only valid with vertex shaders\n");
4377 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4378 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4380 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4381 FIXME("Extended attributes are only valid with vertex shaders\n");
4383 #undef BUFFER_OR_DATA
4386 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4387 BOOL updateFog = FALSE;
4388 BOOL useVertexShaderFunction = use_vs(stateblock);
4389 BOOL usePixelShaderFunction = use_ps(stateblock);
4391 /* Some stuff is in the device until we have per context tracking */
4392 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4393 BOOL wasrhw = context->last_was_rhw;
4395 if (useVertexShaderFunction)
4397 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4400 } else if(context->last_was_foggy_shader) {
4404 transformed = device->strided_streams.position_transformed;
4405 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4409 /* Reapply lighting if it is not scheduled for reapplication already */
4410 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4411 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4415 context->last_was_rhw = TRUE;
4418 /* Untransformed, so relies on the view and projection matrices */
4419 context->last_was_rhw = FALSE;
4420 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4421 device->untransformed = TRUE;
4423 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4424 * Not needed as long as only hw shaders are supported
4427 /* This sets the shader output position correction constants.
4428 * TODO: Move to the viewport state
4430 if (useVertexShaderFunction) {
4431 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4432 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4436 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4437 * off this function will be called again anyway to make sure they're properly set
4439 if(!useVertexShaderFunction) {
4440 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4441 * or transformed / untransformed was switched
4443 if(wasrhw != context->last_was_rhw &&
4444 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4445 !isStateDirty(context, STATE_VIEWPORT)) {
4446 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4448 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4451 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4452 * this check will fail and the matrix not applied again. This is OK because a simple
4453 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4454 * needs of the vertex declaration.
4456 * World and view matrix go into the same gl matrix, so only apply them when neither is
4459 if(transformed != wasrhw &&
4460 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4461 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4462 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4465 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4466 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4469 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4470 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4472 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4473 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4476 if(!context->last_was_vshader) {
4478 static BOOL warned = FALSE;
4479 /* Disable all clip planes to get defined results on all drivers. See comment in the
4480 * state_clipping state handler
4482 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4483 glDisable(GL_CLIP_PLANE0 + i);
4484 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4487 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4488 FIXME("Clipping not supported with vertex shaders\n");
4492 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4493 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4494 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4495 * fixed function vertex processing states back in a sane state before switching to shaders
4497 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4498 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4500 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4501 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4507 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4510 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4511 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4513 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4514 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4518 context->last_was_vshader = useVertexShaderFunction;
4521 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4523 if(!useVertexShaderFunction) {
4525 for(i = 0; i < MAX_TEXTURES; i++) {
4526 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4527 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4533 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4535 IWineD3DSurfaceImpl *target;
4537 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4538 checkGLcall("glDepthRange");
4539 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4541 if(stateblock->wineD3DDevice->render_offscreen) {
4542 glViewport(stateblock->viewport.X,
4543 stateblock->viewport.Y,
4544 stateblock->viewport.Width, stateblock->viewport.Height);
4546 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4547 target->get_drawable_size(target, &width, &height);
4549 glViewport(stateblock->viewport.X,
4550 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4551 stateblock->viewport.Width, stateblock->viewport.Height);
4554 checkGLcall("glViewport");
4557 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4558 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4559 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4560 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4561 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4563 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4564 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4568 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4569 UINT Index = state - STATE_ACTIVELIGHT(0);
4570 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4573 glDisable(GL_LIGHT0 + Index);
4574 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4577 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4579 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4580 glMatrixMode(GL_MODELVIEW);
4582 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4585 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4586 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4587 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4588 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4589 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4590 checkGLcall("glLightfv");
4593 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4594 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4595 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4596 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4597 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4598 checkGLcall("glLightfv");
4601 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4602 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4603 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4604 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4605 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4606 checkGLcall("glLightfv");
4608 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4609 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4611 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4614 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4615 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4616 * Attenuation0 to NaN and crashes in the gl lib
4619 switch (lightInfo->OriginalParms.Type) {
4620 case WINED3DLIGHT_POINT:
4622 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4623 checkGLcall("glLightfv");
4624 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4625 checkGLcall("glLightf");
4626 /* Attenuation - Are these right? guessing... */
4627 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4628 checkGLcall("glLightf");
4629 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4630 checkGLcall("glLightf");
4631 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4632 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4633 checkGLcall("glLightf");
4637 case WINED3DLIGHT_SPOT:
4639 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4640 checkGLcall("glLightfv");
4642 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4643 checkGLcall("glLightfv");
4644 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4645 checkGLcall("glLightf");
4646 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4647 checkGLcall("glLightf");
4648 /* Attenuation - Are these right? guessing... */
4649 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4650 checkGLcall("glLightf");
4651 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4652 checkGLcall("glLightf");
4653 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4654 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4655 checkGLcall("glLightf");
4659 case WINED3DLIGHT_DIRECTIONAL:
4661 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4662 checkGLcall("glLightfv");
4663 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4664 checkGLcall("glLightf");
4665 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4666 checkGLcall("glLightf");
4670 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4673 /* Restore the modelview matrix */
4676 glEnable(GL_LIGHT0 + Index);
4677 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4683 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4684 RECT *pRect = &stateblock->scissorRect;
4687 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4689 target->get_drawable_size(target, &width, &height);
4690 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4691 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4693 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4694 pRect->right - pRect->left, pRect->bottom - pRect->top);
4696 if (stateblock->wineD3DDevice->render_offscreen) {
4697 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4699 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4701 checkGLcall("glScissor");
4704 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4705 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4706 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4708 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4709 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4713 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4714 if(stateblock->wineD3DDevice->render_offscreen) {
4715 glFrontFace(GL_CCW);
4716 checkGLcall("glFrontFace(GL_CCW)");
4719 checkGLcall("glFrontFace(GL_CW)");
4723 const struct StateEntryTemplate misc_state_template[] = {
4724 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4725 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4726 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4727 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4728 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4729 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4730 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4731 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4732 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4733 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4734 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4735 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4736 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4737 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4738 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4739 * vshader loadings are untied from each other
4741 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4742 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4743 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4744 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4745 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4746 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4747 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4748 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4749 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4750 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4751 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4752 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4753 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4754 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4755 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4756 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4757 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4758 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4759 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4760 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4761 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4762 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4763 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4764 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4765 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4766 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4767 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4768 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4769 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4770 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4771 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4772 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4773 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4774 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4775 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4776 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4777 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4778 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4779 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4780 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4781 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4782 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4783 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4784 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4785 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4786 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4787 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4788 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4789 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4790 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4792 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4793 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4794 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4795 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4796 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4797 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4798 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4799 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4800 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4801 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4802 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4803 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4804 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4805 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4806 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4807 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4808 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4809 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4810 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4811 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4812 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4813 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4814 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4815 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4816 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4817 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4818 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4819 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4820 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4821 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4822 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4823 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4824 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4825 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4826 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4827 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4828 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4829 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4830 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4831 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4832 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4833 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4834 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4835 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4836 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4837 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4838 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4839 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4840 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4841 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4842 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4843 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4844 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4845 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4846 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4847 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4848 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4849 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4850 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4851 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4852 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4853 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4854 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4855 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4856 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4857 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4858 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4859 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4860 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4861 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4862 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4863 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4864 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4865 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4866 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4867 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4868 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4869 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4870 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4871 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4872 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4873 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4874 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4875 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4876 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4877 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4878 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4879 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4881 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4882 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4883 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4884 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4885 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4886 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4887 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4888 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4889 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4890 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4891 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4892 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4893 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4894 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4895 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4896 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4897 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4898 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4899 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4900 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4901 {0 /* Terminate */, { 0, 0 }, 0 },
4904 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4905 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4906 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4907 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4908 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4910 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4911 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4912 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4913 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4914 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4915 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4916 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4917 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4918 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4919 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
4920 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
4921 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
4922 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
4923 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
4924 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
4925 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
4926 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
4927 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
4928 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
4929 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
4930 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
4931 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
4932 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
4933 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
4934 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
4935 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
4936 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
4937 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
4938 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
4939 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
4940 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
4941 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
4943 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
4944 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
4945 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
4946 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
4947 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
4948 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
4949 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
4950 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
4952 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
4953 /* Transform states follow */
4954 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
4955 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
4956 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4957 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4958 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4959 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4960 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4961 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4962 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4963 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4964 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
4965 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
4966 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
4967 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
4968 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
4969 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
4970 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
4971 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
4972 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
4973 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
4974 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
4975 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
4976 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
4977 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
4978 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
4979 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
4980 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
4981 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
4982 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
4983 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
4984 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
4985 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
4986 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
4987 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
4988 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
4989 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
4990 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
4991 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
4992 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
4993 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
4994 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
4995 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
4996 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
4997 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
4998 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
4999 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
5000 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
5001 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
5002 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
5003 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
5004 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
5005 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
5006 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
5007 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
5008 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
5009 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
5010 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
5011 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
5012 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
5013 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, 0 },
5014 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, 0 },
5015 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, 0 },
5016 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, 0 },
5017 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, 0 },
5018 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, 0 },
5019 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, 0 },
5020 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, 0 },
5021 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, 0 },
5022 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, 0 },
5023 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, 0 },
5024 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, 0 },
5025 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, 0 },
5026 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, 0 },
5027 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, 0 },
5028 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, 0 },
5029 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, 0 },
5030 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, 0 },
5031 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, 0 },
5032 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, 0 },
5033 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, 0 },
5034 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, 0 },
5035 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, 0 },
5036 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, 0 },
5037 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, 0 },
5038 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, 0 },
5039 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, 0 },
5040 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, 0 },
5041 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, 0 },
5042 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, 0 },
5043 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, 0 },
5044 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, 0 },
5045 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, 0 },
5046 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, 0 },
5047 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, 0 },
5048 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, 0 },
5049 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, 0 },
5050 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, 0 },
5051 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, 0 },
5052 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, 0 },
5053 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, 0 },
5054 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, 0 },
5055 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, 0 },
5056 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, 0 },
5057 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, 0 },
5058 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, 0 },
5059 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, 0 },
5060 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, 0 },
5061 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, 0 },
5062 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, 0 },
5063 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, 0 },
5064 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, 0 },
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5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5220 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5221 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5222 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5223 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5224 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5225 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5226 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5227 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5228 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5229 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5230 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5231 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5232 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5233 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5234 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5235 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5237 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5238 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5239 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5240 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5241 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5242 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5243 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5244 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5245 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5246 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5247 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5248 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5249 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5250 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5251 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5252 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5253 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5254 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5255 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5256 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5257 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5258 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5259 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5260 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5261 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5262 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5263 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5264 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5265 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5266 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5267 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5268 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5269 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5270 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5271 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5272 /* pixel shaders need a different fog input */
5273 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
5274 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5275 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5276 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5278 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5279 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5280 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5281 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5282 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5283 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5284 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5285 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5286 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5287 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5288 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5289 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5290 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5291 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5292 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5293 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5294 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5295 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5296 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5297 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5298 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5299 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5300 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5301 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5302 {0 /* Terminate */, { 0, 0 }, 0 },
5305 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5306 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5307 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5308 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5309 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5310 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5311 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5312 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5313 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5314 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5315 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5316 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5317 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5318 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5319 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5320 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5321 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5322 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5323 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5324 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5325 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5326 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5327 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5328 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5329 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5330 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5331 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5332 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5333 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5334 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5335 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5336 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5337 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5338 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5339 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5340 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5341 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5342 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5343 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5344 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5345 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5346 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5347 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5348 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5349 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5350 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5351 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5352 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5353 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5354 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5355 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5356 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5357 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5358 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5359 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5360 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5361 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5362 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5363 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5364 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5365 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5366 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5367 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5368 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5369 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5370 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5371 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5372 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5373 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5374 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5375 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5376 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5377 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5378 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5379 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5380 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5381 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5382 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5383 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5384 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5385 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5386 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5387 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5388 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5389 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5390 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5391 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5392 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5393 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5394 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5395 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5396 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5397 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5398 {0 /* Terminate */, { 0, 0 }, 0 },
5400 #undef GLINFO_LOCATION
5402 #define GLINFO_LOCATION (*gl_info)
5403 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5405 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5407 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5408 WINED3DTEXOPCAPS_ADDSIGNED |
5409 WINED3DTEXOPCAPS_ADDSIGNED2X |
5410 WINED3DTEXOPCAPS_MODULATE |
5411 WINED3DTEXOPCAPS_MODULATE2X |
5412 WINED3DTEXOPCAPS_MODULATE4X |
5413 WINED3DTEXOPCAPS_SELECTARG1 |
5414 WINED3DTEXOPCAPS_SELECTARG2 |
5415 WINED3DTEXOPCAPS_DISABLE;
5417 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5418 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5419 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5420 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5421 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5422 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5423 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5424 WINED3DTEXOPCAPS_LERP |
5425 WINED3DTEXOPCAPS_SUBTRACT;
5427 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5428 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5429 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5430 WINED3DTEXOPCAPS_MULTIPLYADD |
5431 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5432 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5433 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5435 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5436 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5438 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5439 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5442 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5443 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5444 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5448 TRACE("Checking support for fixup:\n");
5449 dump_color_fixup_desc(fixup);
5452 /* We only support identity conversions. */
5453 if (is_identity_fixup(fixup))
5459 TRACE("[FAILED]\n");
5463 const struct fragment_pipeline ffp_fragment_pipeline = {
5465 ffp_fragment_get_caps,
5468 ffp_color_fixup_supported,
5469 ffp_fragmentstate_template,
5470 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5473 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5476 for(i = 0; funcs[i]; i++);
5480 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5481 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5482 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5485 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5486 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5487 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5488 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5491 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5492 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5493 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5495 unsigned int i, type, handlers;
5496 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5497 const struct StateEntryTemplate *cur;
5498 BOOL set[STATE_HIGHEST + 1];
5500 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5502 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5503 StateTable[i].representative = 0;
5504 StateTable[i].apply = state_undefined;
5507 for(type = 0; type < 3; type++) {
5508 /* This switch decides the order in which the states are applied */
5510 case 0: cur = misc; break;
5511 case 1: cur = fragment->states; break;
5512 case 2: cur = vertex; break;
5513 default: cur = NULL; /* Stupid compiler */
5517 /* GL extension filtering should not prevent multiple handlers being applied from different
5520 memset(set, 0, sizeof(set));
5522 for(i = 0; cur[i].state; i++) {
5524 /* Only use the first matching state with the available extension from one template.
5526 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5527 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5529 * if GL_XYZ_fancy is supported, ignore the 2nd line
5531 if(set[cur[i].state]) continue;
5532 /* Skip state lines depending on unsupported extensions */
5533 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5534 set[cur[i].state] = TRUE;
5535 /* In some cases having an extension means that nothing has to be
5536 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5537 * supported, the texture coordinate fixup can be ignored. If the
5538 * apply function is used, mark the state set(done above) to prevent
5539 * applying later lines, but do not record anything in the state
5542 if(!cur[i].content.apply) continue;
5544 handlers = num_handlers(multistate_funcs[cur[i].state]);
5545 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5548 StateTable[cur[i].state].apply = cur[i].content.apply;
5551 StateTable[cur[i].state].apply = multistate_apply_2;
5552 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5554 sizeof(**dev_multistate_funcs) * 2);
5555 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5556 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5559 StateTable[cur[i].state].apply = multistate_apply_3;
5560 HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5561 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5563 sizeof(**dev_multistate_funcs) * 3);
5564 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5565 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5566 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5569 ERR("Unexpected amount of state handlers for state %u: %u\n",
5570 cur[i].state, handlers + 1);
5573 if(StateTable[cur[i].state].representative &&
5574 StateTable[cur[i].state].representative != cur[i].content.representative) {
5575 FIXME("State %u has different representatives in different pipeline parts\n",
5578 StateTable[cur[i].state].representative = cur[i].content.representative;
5582 #undef GLINFO_LOCATION