2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
49 if(STATE_IS_RENDER(state)) {
50 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
60 ERR("Undefined state.\n");
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
93 if(isStateDirty(context, STATE_VDECL)) {
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->device->strided_streams.position_transformed)
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
110 /* No z test without depth stencil buffers */
111 if (!stateblock->device->stencilBufferTarget)
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
143 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144 case WINED3DCULL_NONE:
145 glDisable(GL_CULL_FACE);
146 checkGLcall("glDisable GL_CULL_FACE");
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT);
152 checkGLcall("glCullFace(GL_FRONT)");
154 case WINED3DCULL_CCW:
155 glEnable(GL_CULL_FACE);
156 checkGLcall("glEnable GL_CULL_FACE");
158 checkGLcall("glCullFace(GL_BACK)");
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
165 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
167 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168 case WINED3DSHADE_FLAT:
169 glShadeModel(GL_FLAT);
170 checkGLcall("glShadeModel(GL_FLAT)");
172 case WINED3DSHADE_GOURAUD:
173 glShadeModel(GL_SMOOTH);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
176 case WINED3DSHADE_PHONG:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
184 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
186 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
188 checkGLcall("glEnable GL_DITHER");
190 glDisable(GL_DITHER);
191 checkGLcall("glDisable GL_DITHER");
195 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
197 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198 * this has to be merged with ZENABLE and ZFUNC
200 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
202 checkGLcall("glDepthMask(1)");
205 checkGLcall("glDepthMask(0)");
209 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
211 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
214 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215 static BOOL once = FALSE;
216 /* There are a few issues with this: First, our inability to
217 * select a proper Z depth, most of the time we're stuck with
218 * D24S8, even if the app selects D32 or D16. There seem to be
219 * some other precision problems which have to be debugged to
220 * make NOTEQUAL and EQUAL work properly
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
229 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
236 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246 int srcBlend = GL_ZERO;
247 int dstBlend = GL_ZERO;
249 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
251 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
252 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
254 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255 * The d3d9 visual test confirms the behavior. */
256 if (context->render_offscreen
257 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
260 checkGLcall("glDisable GL_BLEND");
264 checkGLcall("glEnable GL_BLEND");
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
273 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
275 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
276 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
277 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
278 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
279 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
280 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
281 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
283 /* To compensate the lack of format switching with backbuffer offscreen rendering,
284 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285 * if the render target doesn't support alpha blending. A nonexistent alpha channel
286 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
288 case WINED3DBLEND_DESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
291 case WINED3DBLEND_INVDESTALPHA :
292 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
295 case WINED3DBLEND_SRCALPHASAT :
296 dstBlend = GL_SRC_ALPHA_SATURATE;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
300 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301 * values which are still valid up to d3d9. They should not occur as dest blend values
303 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
304 srcBlend = GL_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
308 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
313 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
314 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
316 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
319 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
321 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
322 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
323 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
324 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
325 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
326 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
327 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
328 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
330 case WINED3DBLEND_DESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
333 case WINED3DBLEND_INVDESTALPHA :
334 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
337 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
338 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
341 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342 dstBlend = GL_SRC_ALPHA;
345 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
346 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
348 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
351 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353 glEnable(GL_LINE_SMOOTH);
354 checkGLcall("glEnable(GL_LINE_SMOOTH)");
355 if(srcBlend != GL_SRC_ALPHA) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
358 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
362 glDisable(GL_LINE_SMOOTH);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
366 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
371 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372 int srcBlendAlpha = GL_ZERO;
373 int dstBlendAlpha = GL_ZERO;
375 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
382 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
384 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
385 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
386 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
387 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
388 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
389 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
390 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
391 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
392 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
393 case WINED3DBLEND_SRCALPHASAT :
394 dstBlend = GL_SRC_ALPHA_SATURATE;
395 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
397 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398 * values which are still valid up to d3d9. They should not occur as dest blend values
400 case WINED3DBLEND_BOTHSRCALPHA :
401 dstBlendAlpha = GL_SRC_ALPHA;
402 srcBlendAlpha = GL_SRC_ALPHA;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
405 case WINED3DBLEND_BOTHINVSRCALPHA :
406 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
410 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
411 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
416 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
418 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
419 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
420 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
421 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
422 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
423 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
424 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
425 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
426 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
427 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
428 case WINED3DBLEND_BOTHSRCALPHA :
429 srcBlendAlpha = GL_SRC_ALPHA;
430 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
432 case WINED3DBLEND_BOTHINVSRCALPHA :
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
436 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
437 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443 checkGLcall("glBlendFuncSeparateEXT");
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446 glBlendFunc(srcBlend, dstBlend);
447 checkGLcall("glBlendFunc");
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
454 const struct StateEntry *StateTable = stateblock->device->StateTable;
455 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
459 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
461 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
464 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
468 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
469 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
470 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
471 checkGLcall("glBlendColor");
474 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
478 BOOL enable_ckey = FALSE;
480 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
482 /* Find out if the texture on the first stage has a ckey set
483 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486 * in case it finds some texture+colorkeyenable combination which needs extra care.
488 if (stateblock->textures[0])
490 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 IWineD3DSurfaceImpl *surf;
496 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
498 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
500 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
501 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
502 * surface has alpha bits */
503 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
508 if (enable_ckey || context->last_was_ckey)
510 const struct StateEntry *StateTable = stateblock->device->StateTable;
511 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
513 context->last_was_ckey = enable_ckey;
515 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
516 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
517 glEnable(GL_ALPHA_TEST);
518 checkGLcall("glEnable GL_ALPHA_TEST");
520 glDisable(GL_ALPHA_TEST);
521 checkGLcall("glDisable GL_ALPHA_TEST");
522 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
528 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
529 glParm = GL_NOTEQUAL;
532 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
533 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
536 glAlphaFunc(glParm, ref);
537 checkGLcall("glAlphaFunc");
541 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
543 const struct wined3d_gl_info *gl_info = context->gl_info;
544 DWORD enable = 0xFFFFFFFF;
545 DWORD disable = 0x00000000;
547 if (!stateblock->device->vs_clipping && use_vs(stateblock))
549 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
550 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
551 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
552 * of that - don't do anything here and keep them disabled
554 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
555 static BOOL warned = FALSE;
557 FIXME("Clipping not supported with vertex shaders\n");
564 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
565 * of already set values
568 /* If enabling / disabling all
569 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
571 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
572 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
573 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
574 if (gl_info->supported[ARB_DEPTH_CLAMP])
576 glDisable(GL_DEPTH_CLAMP);
577 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
580 disable = 0xffffffff;
582 if (gl_info->supported[ARB_DEPTH_CLAMP])
584 glEnable(GL_DEPTH_CLAMP);
585 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
589 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
593 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
594 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
595 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
596 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
597 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
598 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
600 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
601 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
602 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
603 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
604 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
605 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
607 /** update clipping status */
609 stateblock->clip_status.ClipUnion = 0;
610 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
612 stateblock->clip_status.ClipUnion = 0;
613 stateblock->clip_status.ClipIntersection = 0;
617 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
619 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
622 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
624 int blendEquation = GL_FUNC_ADD;
625 int blendEquationAlpha = GL_FUNC_ADD;
627 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
628 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
629 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
631 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
635 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
636 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
637 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
638 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
639 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
640 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
642 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
645 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
646 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
647 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
648 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
649 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
650 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
652 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
655 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
656 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
657 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
658 checkGLcall("glBlendEquationSeparateEXT");
660 TRACE("glBlendEquation(%x)\n", blendEquation);
661 GL_EXTCALL(glBlendEquationEXT(blendEquation));
662 checkGLcall("glBlendEquation");
666 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
668 const struct wined3d_gl_info *gl_info = context->gl_info;
669 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
670 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
671 * specular color. This is wrong:
672 * Separate specular color means the specular colour is maintained separately, whereas
673 * single color means it is merged in. However in both cases they are being used to
675 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
676 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
680 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
681 * Instead, we need to setup the FinalCombiner properly.
683 * The default setup for the FinalCombiner is:
685 * <variable> <input> <mapping> <usage>
686 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
687 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
688 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
689 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
690 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
691 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
692 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
694 * That's pretty much fine as it is, except for variable B, which needs to take
695 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
696 * whether WINED3DRS_SPECULARENABLE is enabled or not.
699 TRACE("Setting specular enable state and materials\n");
700 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
701 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
702 checkGLcall("glMaterialfv");
704 if (stateblock->material.Power > gl_info->limits.shininess)
706 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
707 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
708 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
709 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
710 * them, it should be safe to do so without major visual distortions.
712 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
713 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
715 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
717 checkGLcall("glMaterialf(GL_SHININESS)");
719 if (gl_info->supported[EXT_SECONDARY_COLOR])
721 glEnable(GL_COLOR_SUM_EXT);
725 TRACE("Specular colors cannot be enabled in this version of opengl\n");
727 checkGLcall("glEnable(GL_COLOR_SUM)");
729 if (gl_info->supported[NV_REGISTER_COMBINERS])
731 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
732 checkGLcall("glFinalCombinerInputNV()");
735 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
737 /* for the case of enabled lighting: */
738 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
739 checkGLcall("glMaterialfv");
741 /* for the case of disabled lighting: */
742 if (gl_info->supported[EXT_SECONDARY_COLOR])
744 glDisable(GL_COLOR_SUM_EXT);
748 TRACE("Specular colors cannot be disabled in this version of opengl\n");
750 checkGLcall("glDisable(GL_COLOR_SUM)");
752 if (gl_info->supported[NV_REGISTER_COMBINERS])
754 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755 checkGLcall("glFinalCombinerInputNV()");
759 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
760 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
761 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
762 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
763 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
764 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
765 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
766 stateblock->material.Specular.r, stateblock->material.Specular.g,
767 stateblock->material.Specular.b, stateblock->material.Specular.a);
768 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
769 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
770 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
772 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
773 checkGLcall("glMaterialfv(GL_AMBIENT)");
774 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
775 checkGLcall("glMaterialfv(GL_DIFFUSE)");
776 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
777 checkGLcall("glMaterialfv(GL_EMISSION)");
780 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
784 /* Note the texture color applies to all textures whereas
785 * GL_TEXTURE_ENV_COLOR applies to active only
788 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
790 /* And now the default texture color as well */
791 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
793 /* Note the WINED3DRS value applies to all textures, but GL has one
794 * per texture, so apply it now ready to be used!
796 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
797 checkGLcall("glActiveTextureARB");
799 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
800 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
804 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
805 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
807 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
808 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
809 GL_EXTCALL(glActiveStencilFaceEXT(face));
810 checkGLcall("glActiveStencilFaceEXT(...)");
811 glStencilFunc(func, ref, mask);
812 checkGLcall("glStencilFunc(...)");
813 glStencilOp(stencilFail, depthFail, stencilPass);
814 checkGLcall("glStencilOp(...)");
817 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
819 const struct wined3d_gl_info *gl_info = context->gl_info;
820 DWORD onesided_enable = FALSE;
821 DWORD twosided_enable = FALSE;
822 GLint func = GL_ALWAYS;
823 GLint func_ccw = GL_ALWAYS;
826 GLint stencilFail = GL_KEEP;
827 GLint depthFail = GL_KEEP;
828 GLint stencilPass = GL_KEEP;
829 GLint stencilFail_ccw = GL_KEEP;
830 GLint depthFail_ccw = GL_KEEP;
831 GLint stencilPass_ccw = GL_KEEP;
833 /* No stencil test without a stencil buffer. */
834 if (!stateblock->device->stencilBufferTarget)
836 glDisable(GL_STENCIL_TEST);
837 checkGLcall("glDisable GL_STENCIL_TEST");
841 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
842 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
843 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
845 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
846 func_ccw = GL_ALWAYS;
847 ref = stateblock->renderState[WINED3DRS_STENCILREF];
848 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
849 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
850 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
851 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
852 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
853 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
854 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
856 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
857 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
858 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
859 onesided_enable, twosided_enable, ref, mask,
860 func, stencilFail, depthFail, stencilPass,
861 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
863 if (twosided_enable && onesided_enable) {
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
867 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
869 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
870 * which has an effect on the code below too. If we apply the front face
871 * afterwards, we are sure that the active stencil face is set to front,
872 * and other stencil functions which do not use two sided stencil do not have
875 renderstate_stencil_twosided(context, GL_BACK,
876 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
877 renderstate_stencil_twosided(context, GL_FRONT,
878 func, ref, mask, stencilFail, depthFail, stencilPass);
880 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
882 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
883 checkGLcall("glStencilFuncSeparateATI(...)");
884 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
885 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
886 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
887 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
889 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
892 else if(onesided_enable)
894 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
896 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
897 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
900 /* This code disables the ATI extension as well, since the standard stencil functions are equal
901 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
903 glEnable(GL_STENCIL_TEST);
904 checkGLcall("glEnable GL_STENCIL_TEST");
905 glStencilFunc(func, ref, mask);
906 checkGLcall("glStencilFunc(...)");
907 glStencilOp(stencilFail, depthFail, stencilPass);
908 checkGLcall("glStencilOp(...)");
910 glDisable(GL_STENCIL_TEST);
911 checkGLcall("glDisable GL_STENCIL_TEST");
915 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
917 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
920 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
922 checkGLcall("glStencilMask");
923 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
924 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
928 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
930 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
933 checkGLcall("glStencilMask");
936 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
939 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
941 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
943 /* Table fog on: Never use fog coords, and use per-fragment fog */
944 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
945 glHint(GL_FOG_HINT, GL_NICEST);
946 if(context->fog_coord) {
947 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
948 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
949 context->fog_coord = FALSE;
954 /* Otherwise use per-vertex fog in any case */
955 glHint(GL_FOG_HINT, GL_FASTEST);
957 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
958 /* No fog at all, or transformed vertices: Use fog coord */
959 if(!context->fog_coord) {
960 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
961 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
962 context->fog_coord = TRUE;
965 /* Otherwise, use the fragment depth */
966 if(context->fog_coord) {
967 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
968 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
969 context->fog_coord = FALSE;
974 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
976 float fogstart, fogend;
982 switch(context->fog_source) {
988 case FOGSOURCE_COORD:
994 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
995 fogstart = tmpvalue.f;
996 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
998 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
999 if(fogstart == fogend) {
1000 fogstart = -1.0f / 0.0f;
1006 /* This should not happen.context->fog_source is set in wined3d, not the app.
1007 * Still this is needed to make the compiler happy
1009 ERR("Unexpected fog coordinate source\n");
1014 glFogf(GL_FOG_START, fogstart);
1015 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1016 TRACE("Fog Start == %f\n", fogstart);
1018 glFogf(GL_FOG_END, fogend);
1019 checkGLcall("glFogf(GL_FOG_END, fogend)");
1020 TRACE("Fog End == %f\n", fogend);
1023 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1025 enum fogsource new_source;
1027 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1029 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1030 /* No fog? Disable it, and we're done :-) */
1031 glDisableWINE(GL_FOG);
1032 checkGLcall("glDisable GL_FOG");
1038 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1039 * It can use the Z value of the vertex, or the alpha component of the specular color.
1040 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1041 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1042 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1044 * FOGTABLEMODE != NONE:
1045 * The Z value is used, with the equation specified, no matter what vertex type.
1047 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1048 * Per vertex fog is calculated using the specified fog equation and the parameters
1050 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1051 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1052 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1055 * Rules for vertex fog with shaders:
1057 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1058 * the fog computation to happen during transformation while openGL expects it to happen
1059 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1060 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1061 * To solve this problem, WineD3D does:
1062 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1064 * and 2) disables the fog computation (in either the fixed function or programmable
1065 * rasterizer) if using a vertex program.
1067 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1068 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1069 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1070 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1071 * There are some GL differences between specular fog coords and vertex shaders though.
1073 * With table fog the vertex shader fog coordinate is ignored.
1075 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1079 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1080 * the system will apply only pixel(=table) fog effects."
1082 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1083 if(use_vs(stateblock)) {
1084 glFogi(GL_FOG_MODE, GL_LINEAR);
1085 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1086 new_source = FOGSOURCE_VS;
1088 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1089 /* If processed vertices are used, fall through to the NONE case */
1090 case WINED3DFOG_EXP:
1091 if(!context->last_was_rhw) {
1092 glFogi(GL_FOG_MODE, GL_EXP);
1093 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1094 new_source = FOGSOURCE_FFP;
1099 case WINED3DFOG_EXP2:
1100 if(!context->last_was_rhw) {
1101 glFogi(GL_FOG_MODE, GL_EXP2);
1102 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1103 new_source = FOGSOURCE_FFP;
1108 case WINED3DFOG_LINEAR:
1109 if(!context->last_was_rhw) {
1110 glFogi(GL_FOG_MODE, GL_LINEAR);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1112 new_source = FOGSOURCE_FFP;
1117 case WINED3DFOG_NONE:
1118 /* Both are none? According to msdn the alpha channel of the specular
1119 * color contains a fog factor. Set it in drawStridedSlow.
1120 * Same happens with Vertexfog on transformed vertices
1122 new_source = FOGSOURCE_COORD;
1123 glFogi(GL_FOG_MODE, GL_LINEAR);
1124 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1128 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1129 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1133 new_source = FOGSOURCE_FFP;
1135 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1136 case WINED3DFOG_EXP:
1137 glFogi(GL_FOG_MODE, GL_EXP);
1138 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1141 case WINED3DFOG_EXP2:
1142 glFogi(GL_FOG_MODE, GL_EXP2);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1146 case WINED3DFOG_LINEAR:
1147 glFogi(GL_FOG_MODE, GL_LINEAR);
1148 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1151 case WINED3DFOG_NONE: /* Won't happen */
1153 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1157 glEnableWINE(GL_FOG);
1158 checkGLcall("glEnable GL_FOG");
1159 if(new_source != context->fog_source) {
1160 context->fog_source = new_source;
1161 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1165 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1167 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1168 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1172 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1174 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1175 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1176 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1178 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1179 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1183 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1186 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1187 glFogfv(GL_FOG_COLOR, &col[0]);
1188 checkGLcall("glFog GL_FOG_COLOR");
1191 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1197 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1198 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1199 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1202 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1204 IWineD3DDeviceImpl *device = stateblock->device;
1207 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208 * The vertex declaration will call this function if the fixed function pipeline is used.
1211 if(isStateDirty(context, STATE_VDECL)) {
1215 context->num_untracked_materials = 0;
1216 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1217 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1219 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1221 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1222 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1223 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1225 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1226 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227 Parm = GL_AMBIENT_AND_DIFFUSE;
1231 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1232 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1233 context->num_untracked_materials++;
1235 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1237 context->num_untracked_materials++;
1239 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1241 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1242 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1243 context->num_untracked_materials++;
1245 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247 context->num_untracked_materials++;
1249 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1251 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1252 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1253 context->num_untracked_materials++;
1255 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1260 /* Nothing changed, return. */
1261 if (Parm == context->tracking_parm) return;
1264 glDisable(GL_COLOR_MATERIAL);
1265 checkGLcall("glDisable GL_COLOR_MATERIAL");
1267 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1268 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1269 glEnable(GL_COLOR_MATERIAL);
1270 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1273 /* Apparently calls to glMaterialfv are ignored for properties we're
1274 * tracking with glColorMaterial, so apply those here. */
1275 switch (context->tracking_parm) {
1276 case GL_AMBIENT_AND_DIFFUSE:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1278 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1279 checkGLcall("glMaterialfv");
1283 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1284 checkGLcall("glMaterialfv");
1288 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1289 checkGLcall("glMaterialfv");
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1294 checkGLcall("glMaterialfv");
1298 /* Only change material color if specular is enabled, otherwise it is set to black */
1299 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1301 checkGLcall("glMaterialfv");
1303 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1304 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1305 checkGLcall("glMaterialfv");
1310 context->tracking_parm = Parm;
1313 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1317 WINED3DLINEPATTERN lp;
1319 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1321 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1323 if (tmppattern.lp.wRepeatFactor) {
1324 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1325 checkGLcall("glLineStipple(repeat, linepattern)");
1326 glEnable(GL_LINE_STIPPLE);
1327 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1329 glDisable(GL_LINE_STIPPLE);
1330 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1334 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1341 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1342 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1343 TRACE("ZBias value %f\n", tmpvalue.f);
1344 glPolygonOffset(0, -tmpvalue.f);
1345 checkGLcall("glPolygonOffset(0, -Value)");
1346 glEnable(GL_POLYGON_OFFSET_FILL);
1347 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1348 glEnable(GL_POLYGON_OFFSET_LINE);
1349 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1350 glEnable(GL_POLYGON_OFFSET_POINT);
1351 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1353 glDisable(GL_POLYGON_OFFSET_FILL);
1354 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1355 glDisable(GL_POLYGON_OFFSET_LINE);
1356 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1357 glDisable(GL_POLYGON_OFFSET_POINT);
1358 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1363 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1365 if(isStateDirty(context, STATE_VDECL)) {
1368 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1369 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1370 * by zero and is not properly defined in opengl, so avoid it
1372 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1373 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1375 glEnable(GL_NORMALIZE);
1376 checkGLcall("glEnable(GL_NORMALIZE);");
1378 glDisable(GL_NORMALIZE);
1379 checkGLcall("glDisable(GL_NORMALIZE);");
1383 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1390 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1391 if (tmpvalue.f != 1.0f)
1393 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1395 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1396 if (tmpvalue.f != 64.0f)
1398 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1403 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1410 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1411 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1413 /* Max point size trumps min point size */
1418 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1419 checkGLcall("glPointParameterfEXT(...)");
1420 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1421 checkGLcall("glPointParameterfEXT(...)");
1424 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1431 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1432 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1434 /* Max point size trumps min point size */
1439 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1440 checkGLcall("glPointParameterfARB(...)");
1441 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1442 checkGLcall("glPointParameterfARB(...)");
1445 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1447 const struct wined3d_gl_info *gl_info = context->gl_info;
1448 /* TODO: Group this with the viewport */
1450 * POINTSCALEENABLE controls how point size value is treated. If set to
1451 * true, the point size is scaled with respect to height of viewport.
1452 * When set to false point size is in pixels.
1455 /* Default values */
1456 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1460 } pointSize, A, B, C;
1462 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1463 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1464 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1465 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1467 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1468 GLfloat scaleFactor;
1469 float h = stateblock->viewport.Height;
1471 if (pointSize.f < gl_info->limits.pointsize_min)
1473 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1474 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1475 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1476 * are less than 1.0f. scale_factor = 1.0f / point_size.
1478 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1479 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1480 * is 1.0, but then accepts points below that and draws too small points
1482 pointSize.f = gl_info->limits.pointsize_min;
1484 else if(pointSize.f > gl_info->limits.pointsize_max)
1486 /* gl already scales the input to glPointSize,
1487 * d3d scales the result after the point size scale.
1488 * If the point size is bigger than the max size, use the
1489 * scaling to scale it bigger, and set the gl point size to max
1491 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1492 TRACE("scale: %f\n", scaleFactor);
1493 pointSize.f = gl_info->limits.pointsize_max;
1497 scaleFactor = pow(h * scaleFactor, 2);
1499 att[0] = A.f / scaleFactor;
1500 att[1] = B.f / scaleFactor;
1501 att[2] = C.f / scaleFactor;
1504 if (gl_info->supported[ARB_POINT_PARAMETERS])
1506 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1507 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1509 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1511 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1512 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1513 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1514 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1517 glPointSize(pointSize.f);
1518 checkGLcall("glPointSize(...);");
1521 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1523 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1526 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1528 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1530 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1531 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1532 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1533 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1534 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1535 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1536 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1537 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1538 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1539 checkGLcall("glColorMask(...)");
1541 /* depends on WINED3DRS_COLORWRITEENABLE. */
1542 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1543 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1544 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1545 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1546 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1547 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1548 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1552 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1554 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1555 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1556 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1558 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1559 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1563 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1565 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1566 TRACE("Last Pixel Drawing Enabled\n");
1570 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1573 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1578 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1582 /* TODO: NV_POINT_SPRITE */
1583 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1584 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1585 FIXME("Point sprites not supported\n");
1590 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1592 const struct wined3d_gl_info *gl_info = context->gl_info;
1594 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1598 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1600 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1602 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1607 glEnable(GL_POINT_SPRITE_ARB);
1608 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1610 glDisable(GL_POINT_SPRITE_ARB);
1611 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1615 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1618 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1619 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1620 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1621 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1623 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1626 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1627 stateblock->renderState[WINED3DRS_WRAP1] ||
1628 stateblock->renderState[WINED3DRS_WRAP2] ||
1629 stateblock->renderState[WINED3DRS_WRAP3] ||
1630 stateblock->renderState[WINED3DRS_WRAP4] ||
1631 stateblock->renderState[WINED3DRS_WRAP5] ||
1632 stateblock->renderState[WINED3DRS_WRAP6] ||
1633 stateblock->renderState[WINED3DRS_WRAP7] ||
1634 stateblock->renderState[WINED3DRS_WRAP8] ||
1635 stateblock->renderState[WINED3DRS_WRAP9] ||
1636 stateblock->renderState[WINED3DRS_WRAP10] ||
1637 stateblock->renderState[WINED3DRS_WRAP11] ||
1638 stateblock->renderState[WINED3DRS_WRAP12] ||
1639 stateblock->renderState[WINED3DRS_WRAP13] ||
1640 stateblock->renderState[WINED3DRS_WRAP14] ||
1641 stateblock->renderState[WINED3DRS_WRAP15] ) {
1642 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1646 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1648 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1649 WARN("Multisample antialiasing not supported by gl\n");
1653 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1655 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1656 glEnable(GL_MULTISAMPLE_ARB);
1657 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1659 glDisable(GL_MULTISAMPLE_ARB);
1660 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1664 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1666 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1667 glEnable(GL_SCISSOR_TEST);
1668 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1670 glDisable(GL_SCISSOR_TEST);
1671 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1675 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1676 * OpenGL the bias is specified in units of "the smallest value that is
1677 * guaranteed to produce a resolvable offset for a given implementation". To
1678 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1679 * There's no practical way to retrieve that value from a given GL
1680 * implementation, but the D3D application has essentially the same problem,
1681 * which makes a guess of 1e-6f seem reasonable here. Note that
1682 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1683 * need to be scaled. */
1684 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1686 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1687 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1693 } scale_bias, const_bias;
1695 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1696 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1698 glEnable(GL_POLYGON_OFFSET_FILL);
1699 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1701 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1702 checkGLcall("glPolygonOffset(...)");
1704 glDisable(GL_POLYGON_OFFSET_FILL);
1705 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1709 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1711 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1712 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1713 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1715 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1716 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1720 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1723 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1724 FIXME(" Stippled Alpha not supported yet.\n");
1727 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1730 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1731 FIXME(" Antialias not supported yet.\n");
1734 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1737 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1738 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1741 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1744 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1745 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1748 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1757 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1759 static BOOL displayed = FALSE;
1761 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1763 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1769 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1772 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1773 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1776 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1779 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1780 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1783 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1786 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1787 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1790 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1792 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1793 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1797 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1799 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1800 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1804 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1806 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1807 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1811 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1813 if(stateblock->renderState[WINED3DRS_ROP2]) {
1814 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1818 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1820 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1821 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1825 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1827 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1828 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1832 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1834 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1835 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1839 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1841 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1842 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1846 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1848 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1849 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1853 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1855 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1856 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1860 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1862 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1863 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1867 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1869 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1870 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1874 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1876 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1877 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1881 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1883 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1884 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1888 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1890 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1891 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1895 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1897 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1899 FIXME("Software vertex processing not implemented.\n");
1903 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1904 #if defined (GL_VERSION_1_3)
1905 # define useext(A) A
1906 #elif defined (GL_EXT_texture_env_combine)
1907 # define useext(A) A##_EXT
1908 #elif defined (GL_ARB_texture_env_combine)
1909 # define useext(A) A##_ARB
1912 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1913 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1914 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1915 * flag specifies the complement of the input should be used. */
1916 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1917 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1919 /* Calculate the operand */
1921 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1922 else *operand = GL_ONE_MINUS_SRC_COLOR;
1924 if (from_alpha) *operand = GL_SRC_ALPHA;
1925 else *operand = GL_SRC_COLOR;
1928 /* Calculate the source */
1929 switch (arg & WINED3DTA_SELECTMASK) {
1930 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1931 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1932 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1933 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1934 case WINED3DTA_SPECULAR:
1936 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1937 * 'Secondary color' and isn't supported until base GL supports it
1938 * There is no concept of temp registers as far as I can tell
1940 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1941 *source = GL_TEXTURE;
1944 FIXME("Unrecognized texture arg %#x\n", arg);
1945 *source = GL_TEXTURE;
1950 /* Setup the texture operations texture stage states */
1951 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1952 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1954 const struct wined3d_gl_info *gl_info = context->gl_info;
1955 GLenum src1, src2, src3;
1956 GLenum opr1, opr2, opr3;
1958 GLenum src0_target, src1_target, src2_target;
1959 GLenum opr0_target, opr1_target, opr2_target;
1961 GLenum opr=0, invopr, src3_target, opr3_target;
1962 BOOL Handled = FALSE;
1963 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1965 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1967 /* This is called by a state handler which has the gl lock held and a context for the thread */
1969 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1970 the form (a1 <operation> a2). However, some of the more complex operations
1971 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1972 in a third parameter called a0. Therefore these are operations of the form
1973 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1975 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1976 functions below, expect their syntax to differ slightly to those listed in the
1977 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1978 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1981 comb_target = useext(GL_COMBINE_ALPHA);
1982 src0_target = useext(GL_SOURCE0_ALPHA);
1983 src1_target = useext(GL_SOURCE1_ALPHA);
1984 src2_target = useext(GL_SOURCE2_ALPHA);
1985 opr0_target = useext(GL_OPERAND0_ALPHA);
1986 opr1_target = useext(GL_OPERAND1_ALPHA);
1987 opr2_target = useext(GL_OPERAND2_ALPHA);
1988 scal_target = GL_ALPHA_SCALE;
1991 comb_target = useext(GL_COMBINE_RGB);
1992 src0_target = useext(GL_SOURCE0_RGB);
1993 src1_target = useext(GL_SOURCE1_RGB);
1994 src2_target = useext(GL_SOURCE2_RGB);
1995 opr0_target = useext(GL_OPERAND0_RGB);
1996 opr1_target = useext(GL_OPERAND1_RGB);
1997 opr2_target = useext(GL_OPERAND2_RGB);
1998 scal_target = useext(GL_RGB_SCALE);
2001 /* If a texture stage references an invalid texture unit the stage just
2002 * passes through the result from the previous stage */
2003 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2004 arg1 = WINED3DTA_CURRENT;
2005 op = WINED3DTOP_SELECTARG1;
2008 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2009 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2011 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2013 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2014 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2016 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2018 Handled = TRUE; /* Assume will be handled */
2020 /* Other texture operations require special extensions: */
2021 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2025 invopr = GL_ONE_MINUS_SRC_ALPHA;
2026 src3_target = GL_SOURCE3_ALPHA_NV;
2027 opr3_target = GL_OPERAND3_ALPHA_NV;
2030 invopr = GL_ONE_MINUS_SRC_COLOR;
2031 src3_target = GL_SOURCE3_RGB_NV;
2032 opr3_target = GL_OPERAND3_RGB_NV;
2035 case WINED3DTOP_DISABLE: /* Only for alpha */
2036 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2037 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2038 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2039 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2040 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2041 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2042 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2043 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2044 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2045 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2046 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2047 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2048 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2049 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2050 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2051 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2052 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2053 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2055 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2056 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2057 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2058 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2059 if (op == WINED3DTOP_SELECTARG1) {
2060 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2061 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2062 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2063 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2065 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2066 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2067 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2068 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2070 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2071 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2073 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2074 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2076 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2077 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2078 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2081 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2084 case WINED3DTOP_MODULATE:
2085 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2086 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2087 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2088 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2089 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2090 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2091 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2092 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2093 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2094 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2095 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2096 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2097 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2098 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2099 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2100 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2101 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2102 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2103 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2104 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2106 case WINED3DTOP_MODULATE2X:
2107 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2108 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2109 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2110 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2111 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2112 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2113 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2114 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2115 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2116 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2117 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2118 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2119 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2120 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2121 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2122 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2123 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2124 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2125 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2126 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2128 case WINED3DTOP_MODULATE4X:
2129 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2130 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2131 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2132 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2133 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2134 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2135 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2136 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2137 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2138 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2139 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2140 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2141 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2142 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2143 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2144 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2145 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2146 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2147 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2148 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2151 case WINED3DTOP_ADD:
2152 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2153 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2154 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2155 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2156 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2157 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2158 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2160 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2161 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2162 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2163 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2164 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2165 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2166 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2168 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2169 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2170 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2171 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2174 case WINED3DTOP_ADDSIGNED:
2175 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2176 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2177 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2178 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2179 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2180 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2181 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2182 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2183 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2184 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2185 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2186 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2187 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2188 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2189 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2190 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2191 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2192 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2193 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2194 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2197 case WINED3DTOP_ADDSIGNED2X:
2198 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2199 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2200 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2201 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2202 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2203 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2204 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2206 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2207 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2208 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2209 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2210 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2211 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2212 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2213 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2214 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2215 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2216 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2217 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2220 case WINED3DTOP_ADDSMOOTH:
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, src1);
2236 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2238 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2239 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2240 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2241 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2243 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2244 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2245 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2246 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2249 case WINED3DTOP_BLENDDIFFUSEALPHA:
2250 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2251 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2252 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2253 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2254 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2255 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2256 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2257 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2258 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2259 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2260 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2261 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2262 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2263 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2264 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2265 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2266 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2267 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2268 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2269 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2271 case WINED3DTOP_BLENDTEXTUREALPHA:
2272 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2273 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2274 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2275 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2276 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2277 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2278 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2279 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2280 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2281 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2282 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2283 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2284 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2285 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2286 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2287 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2288 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2289 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2290 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2291 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2293 case WINED3DTOP_BLENDFACTORALPHA:
2294 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2295 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2296 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2297 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2298 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2299 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2300 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2301 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2302 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2303 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2304 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2305 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2306 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2307 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2308 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2309 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2310 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2311 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2312 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2313 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2315 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2316 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2317 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2318 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2319 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2320 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2321 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2322 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2323 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2324 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2325 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2326 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2327 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2328 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2329 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2330 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2331 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2332 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2333 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2334 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2335 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2337 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2338 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2339 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2340 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2341 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2342 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2343 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2344 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2345 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2346 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2347 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2348 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2349 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2350 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2351 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2352 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2353 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2355 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2356 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2358 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2359 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2360 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2361 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2363 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2364 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2365 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2366 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2367 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2368 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2369 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2370 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2371 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2372 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2373 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2374 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2375 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2377 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2378 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2380 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2381 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2382 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2383 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2384 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2385 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2386 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2387 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2389 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2390 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2391 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2392 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2393 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2394 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2395 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2396 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2397 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2398 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2399 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2400 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2401 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2402 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2403 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2404 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2405 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2407 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2408 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2409 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2410 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2412 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2413 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2414 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2417 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2418 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2420 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2423 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2424 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2425 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2426 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2428 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2429 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2430 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2431 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2432 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2433 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2434 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2435 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2437 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2438 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2440 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2441 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2442 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2443 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2444 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2445 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2446 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2447 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2449 case WINED3DTOP_MULTIPLYADD:
2450 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2451 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2452 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2453 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2454 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2455 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2456 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2457 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2458 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2459 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2460 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2461 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2462 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2463 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2464 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2466 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2472 case WINED3DTOP_BUMPENVMAP:
2476 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2477 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2483 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2484 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2488 } /* GL_NV_texture_env_combine4 */
2490 Handled = TRUE; /* Again, assume handled */
2492 case WINED3DTOP_DISABLE: /* Only for alpha */
2493 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2494 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2495 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2496 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2497 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2498 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2499 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2500 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2502 case WINED3DTOP_SELECTARG1:
2503 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2504 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2505 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2506 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2507 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2508 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2509 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2510 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2512 case WINED3DTOP_SELECTARG2:
2513 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2514 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2515 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2517 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2519 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 case WINED3DTOP_MODULATE:
2523 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2525 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2527 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2529 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2530 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2531 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2532 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2533 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2534 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2536 case WINED3DTOP_MODULATE2X:
2537 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2538 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2539 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2540 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2541 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2542 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2543 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2544 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2545 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2546 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2547 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2548 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2550 case WINED3DTOP_MODULATE4X:
2551 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2552 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2553 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2554 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2557 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2558 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2560 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2564 case WINED3DTOP_ADD:
2565 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2566 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2567 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2568 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2569 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2570 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2571 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2572 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2573 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2574 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2575 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2576 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2578 case WINED3DTOP_ADDSIGNED:
2579 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2580 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2581 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2582 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2583 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2584 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2585 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2586 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2587 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2588 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2589 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2590 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2592 case WINED3DTOP_ADDSIGNED2X:
2593 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2594 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2595 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2596 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2597 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2598 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2599 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2600 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2601 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2602 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2603 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2604 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2606 case WINED3DTOP_SUBTRACT:
2607 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2609 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2610 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2611 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2612 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2613 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2615 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2617 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2619 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2622 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2626 case WINED3DTOP_BLENDDIFFUSEALPHA:
2627 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2629 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2638 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2639 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2640 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2641 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2642 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2644 case WINED3DTOP_BLENDTEXTUREALPHA:
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2647 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2649 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2651 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2652 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2653 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2654 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2655 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2656 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2657 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2658 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2659 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2660 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2662 case WINED3DTOP_BLENDFACTORALPHA:
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2674 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2675 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2676 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2677 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2680 case WINED3DTOP_BLENDCURRENTALPHA:
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2692 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2693 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2694 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2695 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2698 case WINED3DTOP_DOTPRODUCT3:
2699 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2701 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2702 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2704 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2706 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2707 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2709 FIXME("This version of opengl does not support GL_DOT3\n");
2711 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2712 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2713 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2714 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2715 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2716 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2717 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2718 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2719 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2722 case WINED3DTOP_LERP:
2723 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2724 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2725 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2726 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2727 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2728 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2729 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2730 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2731 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2732 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2733 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2734 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2735 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2736 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2737 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2738 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2740 case WINED3DTOP_ADDSMOOTH:
2741 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2743 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2745 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2748 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2749 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2750 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2751 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2753 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2754 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2755 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2756 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2757 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2758 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2759 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2760 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2761 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2762 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2763 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2764 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2768 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2769 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2771 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2772 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2773 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2774 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2775 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2777 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2779 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2780 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2781 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2782 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2783 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2784 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2785 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2786 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2790 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2791 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2793 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2794 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2795 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2798 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2799 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2800 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2801 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2803 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2804 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2805 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2806 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2807 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2808 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2809 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2810 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2811 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2812 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2813 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2814 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2818 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2819 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2821 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2822 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2823 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2824 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2825 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2826 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2827 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2828 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2830 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2831 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2832 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2833 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2835 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2836 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2837 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2838 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2839 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2840 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2841 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2842 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2846 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2847 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2849 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2850 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2851 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2852 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2854 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2855 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2856 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2857 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2859 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2860 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2861 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2862 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2863 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2864 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2865 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2866 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2867 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2868 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2869 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2870 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2874 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2875 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2877 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2878 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2879 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2880 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2882 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2883 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2884 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2885 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2887 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2889 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2892 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2893 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2894 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2895 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2897 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2898 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2899 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2900 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2901 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2902 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2903 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2904 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2908 case WINED3DTOP_MULTIPLYADD:
2909 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2911 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2912 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2913 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2914 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2915 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2916 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2917 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2918 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2919 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2920 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2921 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2922 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2923 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2924 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2925 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2926 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2930 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2931 case WINED3DTOP_BUMPENVMAP:
2932 if (gl_info->supported[NV_TEXTURE_SHADER2])
2934 /* Technically texture shader support without register combiners is possible, but not expected to occur
2935 * on real world cards, so for now a fixme should be enough
2937 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2944 BOOL combineOK = TRUE;
2945 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2950 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2952 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2955 /* Note: If COMBINE4 in effect can't go back to combine! */
2957 case WINED3DTOP_ADDSMOOTH:
2958 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2959 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2960 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2961 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2962 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2963 case WINED3DTOP_MULTIPLYADD:
2964 /* Ignore those implemented in both cases */
2966 case WINED3DTOP_SELECTARG1:
2967 case WINED3DTOP_SELECTARG2:
2972 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2979 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2980 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2986 /* After all the extensions, if still unhandled, report fixme */
2987 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2991 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2993 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2994 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
2995 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
2996 const struct wined3d_gl_info *gl_info = context->gl_info;
2998 TRACE("Setting color op for stage %d\n", stage);
3000 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3001 if (use_ps(stateblock)) return;
3003 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3005 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3007 if (tex_used && mapped_stage >= gl_info->limits.textures)
3009 FIXME("Attempt to enable unsupported stage!\n");
3012 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3013 checkGLcall("glActiveTextureARB");
3016 if(stage >= stateblock->lowest_disabled_stage) {
3017 TRACE("Stage disabled\n");
3018 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3020 /* Disable everything here */
3021 glDisable(GL_TEXTURE_2D);
3022 checkGLcall("glDisable(GL_TEXTURE_2D)");
3023 glDisable(GL_TEXTURE_3D);
3024 checkGLcall("glDisable(GL_TEXTURE_3D)");
3025 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3027 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3028 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3030 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3032 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3033 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3040 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3041 * if the sampler for this stage is dirty
3043 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3044 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3047 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3048 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3049 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3050 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3051 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3054 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3056 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3057 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3058 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3059 const struct wined3d_gl_info *gl_info = context->gl_info;
3060 DWORD op, arg1, arg2, arg0;
3062 TRACE("Setting alpha op for stage %d\n", stage);
3063 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3064 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3066 if (tex_used && mapped_stage >= gl_info->limits.textures)
3068 FIXME("Attempt to enable unsupported stage!\n");
3071 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3072 checkGLcall("glActiveTextureARB");
3075 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3076 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3077 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3078 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3080 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3082 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3084 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3086 IWineD3DSurfaceImpl *surf;
3088 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3090 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3092 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3093 * properly. On the other hand applications can still use texture combiners apparently. This code
3094 * takes care that apps cannot remove the texture's alpha channel entirely.
3096 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3097 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3098 * and alpha component of diffuse color to draw things like translucent text and perform other
3101 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3102 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3103 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3104 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3105 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3106 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3107 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3108 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3109 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3112 * What to do with multitexturing? So far no app has been found that uses color keying with
3114 if (op == WINED3DTOP_DISABLE)
3116 arg1 = WINED3DTA_TEXTURE;
3117 op = WINED3DTOP_SELECTARG1;
3119 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3121 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3123 arg2 = WINED3DTA_TEXTURE;
3124 op = WINED3DTOP_MODULATE;
3126 else arg1 = WINED3DTA_TEXTURE;
3128 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3130 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3132 arg1 = WINED3DTA_TEXTURE;
3133 op = WINED3DTOP_MODULATE;
3135 else arg2 = WINED3DTA_TEXTURE;
3141 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3142 * this if block here, and the other code(color keying, texture unit selection) are the same
3144 TRACE("Setting alpha op for stage %d\n", stage);
3145 if (gl_info->supported[NV_REGISTER_COMBINERS])
3147 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3148 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3152 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3156 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3158 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3159 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3163 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3164 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3166 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3170 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3171 if (mapped_stage >= context->gl_info->limits.textures) return;
3173 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3174 checkGLcall("glActiveTextureARB");
3175 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3176 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3178 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3179 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3180 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3181 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3182 : WINED3DFMT_UNKNOWN,
3183 stateblock->device->frag_pipe->ffp_proj_control);
3185 /* The sampler applying function calls us if this changes */
3186 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3189 FIXME("Non-power2 texture being used with generated texture coords\n");
3191 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3192 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3193 if (!use_ps(stateblock)) {
3194 TRACE("Non power two matrix multiply fixup\n");
3195 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3200 static void unloadTexCoords(const struct wined3d_context *context)
3202 unsigned int texture_idx;
3204 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3206 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3207 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3211 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3212 const struct wined3d_stream_info *si, GLuint *curVBO)
3214 const struct wined3d_gl_info *gl_info = context->gl_info;
3215 const UINT *offset = stateblock->streamOffset;
3216 unsigned int mapped_stage = 0;
3217 unsigned int textureNo = 0;
3219 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3221 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3223 mapped_stage = stateblock->device->texUnitMap[textureNo];
3224 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3226 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3228 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3230 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3231 textureNo, mapped_stage, coordIdx, e->data);
3233 if (*curVBO != e->buffer_object)
3235 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3236 checkGLcall("glBindBufferARB");
3237 *curVBO = e->buffer_object;
3240 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3241 checkGLcall("glClientActiveTextureARB");
3243 /* The coords to supply depend completely on the fvf / vertex shader */
3244 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3245 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3246 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3248 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3251 if (gl_info->supported[NV_REGISTER_COMBINERS])
3253 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3254 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3256 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3260 checkGLcall("loadTexCoords");
3263 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3265 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3266 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3267 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3268 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3269 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3270 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3271 const struct wined3d_gl_info *gl_info = context->gl_info;
3273 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3275 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3279 if (mapped_stage >= gl_info->limits.fragment_samplers)
3281 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3284 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3285 checkGLcall("glActiveTextureARB");
3287 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3289 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3290 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3291 * means use the vertex position (camera-space) as the input texture coordinates
3292 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3293 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3294 * to the TEXCOORDINDEX value
3296 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3298 case WINED3DTSS_TCI_PASSTHRU:
3299 /* Use the specified texture coordinates contained within the
3300 * vertex format. This value resolves to zero. */
3301 glDisable(GL_TEXTURE_GEN_S);
3302 glDisable(GL_TEXTURE_GEN_T);
3303 glDisable(GL_TEXTURE_GEN_R);
3304 glDisable(GL_TEXTURE_GEN_Q);
3305 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3308 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3309 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3310 * as the input texture coordinates for this stage's texture transformation. This
3311 * equates roughly to EYE_LINEAR */
3313 glMatrixMode(GL_MODELVIEW);
3316 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3317 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3318 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3319 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3321 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3323 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3324 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3325 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3326 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3328 glEnable(GL_TEXTURE_GEN_S);
3329 glEnable(GL_TEXTURE_GEN_T);
3330 glEnable(GL_TEXTURE_GEN_R);
3331 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3335 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3336 /* Note that NV_TEXGEN_REFLECTION support is implied when
3337 * ARB_TEXTURE_CUBE_MAP is supported */
3338 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3340 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3344 glMatrixMode(GL_MODELVIEW);
3347 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3348 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3349 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3350 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3352 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3354 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3355 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3356 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3357 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3359 glEnable(GL_TEXTURE_GEN_S);
3360 glEnable(GL_TEXTURE_GEN_T);
3361 glEnable(GL_TEXTURE_GEN_R);
3362 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3366 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3367 /* Note that NV_TEXGEN_REFLECTION support is implied when
3368 * ARB_TEXTURE_CUBE_MAP is supported */
3369 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3371 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3375 glMatrixMode(GL_MODELVIEW);
3378 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3379 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3380 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3381 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3383 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3385 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3386 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3387 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3388 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3390 glEnable(GL_TEXTURE_GEN_S);
3391 glEnable(GL_TEXTURE_GEN_T);
3392 glEnable(GL_TEXTURE_GEN_R);
3393 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3397 case WINED3DTSS_TCI_SPHEREMAP:
3398 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3399 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3400 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3402 glEnable(GL_TEXTURE_GEN_S);
3403 glEnable(GL_TEXTURE_GEN_T);
3404 glDisable(GL_TEXTURE_GEN_R);
3405 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3410 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3411 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3412 glDisable(GL_TEXTURE_GEN_S);
3413 glDisable(GL_TEXTURE_GEN_T);
3414 glDisable(GL_TEXTURE_GEN_R);
3415 glDisable(GL_TEXTURE_GEN_Q);
3416 checkGLcall("Disable texgen.");
3421 /* Update the texture matrix */
3422 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3423 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3426 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3427 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3428 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3429 * and do all the things linked to it
3430 * TODO: Tidy that up to reload only the arrays of the changed unit
3432 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3434 unloadTexCoords(context);
3435 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3439 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3441 IWineD3DDeviceImpl *device = stateblock->device;
3443 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3444 * has an update pending
3446 if(isStateDirty(context, STATE_VDECL) ||
3447 isStateDirty(context, STATE_PIXELSHADER)) {
3451 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3454 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3456 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3458 if (stateblock->pixelShader && stage != 0
3459 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3461 /* The pixel shader has to know the luminance scale. Do a constants update if it
3462 * isn't scheduled anyway
3464 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3465 !isStateDirty(context, STATE_PIXELSHADER)) {
3466 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3471 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3473 const DWORD sampler = state - STATE_SAMPLER(0);
3474 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3476 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3478 if(!texture) return;
3479 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3480 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3481 * scaling is reapplied or removed, the texture matrix has to be reapplied
3483 * The mapped stage is already active because the sampler() function below, which is part of the
3486 if(sampler < MAX_TEXTURES) {
3487 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3489 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3491 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3492 else context->lastWasPow2Texture &= ~(1 << sampler);
3493 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3494 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3499 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3501 DWORD sampler = state - STATE_SAMPLER(0);
3502 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3503 const struct wined3d_gl_info *gl_info = context->gl_info;
3509 TRACE("Sampler: %d\n", sampler);
3510 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3511 * only has to bind textures and set the per texture states
3514 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3516 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3520 if (mapped_stage >= gl_info->limits.combined_samplers)
3524 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3525 checkGLcall("glActiveTextureARB");
3527 if(stateblock->textures[sampler]) {
3528 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3529 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3530 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3531 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3532 basetexture_apply_state_changes(stateblock->textures[sampler],
3533 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3535 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3537 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3538 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3539 GL_TEXTURE_LOD_BIAS_EXT,
3541 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3544 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3546 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3547 /* If color keying is enabled update the alpha test, it depends on the existence
3548 * of a color key in stage 0
3550 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3554 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3555 if (!tex_impl->baseTexture.pow2Matrix_identity)
3557 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3558 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3559 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3562 else if (mapped_stage < gl_info->limits.textures)
3564 if(sampler < stateblock->lowest_disabled_stage) {
3565 /* TODO: What should I do with pixel shaders here ??? */
3566 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3567 /* If color keying is enabled update the alpha test, it depends on the existence
3568 * of a color key in stage 0
3570 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3572 } /* Otherwise tex_colorop disables the stage */
3573 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3574 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3578 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3580 IWineD3DDeviceImpl *device = stateblock->device;
3581 BOOL use_pshader = use_ps(stateblock);
3582 BOOL use_vshader = use_vs(stateblock);
3586 if(!context->last_was_pshader) {
3587 /* Former draw without a pixel shader, some samplers
3588 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3589 * make sure to enable them
3591 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3592 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3593 sampler(STATE_SAMPLER(i), stateblock, context);
3596 context->last_was_pshader = TRUE;
3598 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3599 * if a different texture was bound. I don't have to do anything.
3603 /* Disabled the pixel shader - color ops weren't applied
3604 * while it was enabled, so re-apply them. */
3605 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3607 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3608 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3609 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3612 context->last_was_pshader = FALSE;
3615 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3616 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3618 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3619 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3624 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3626 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3627 if (stateblock->pixelShader && stage != 0
3628 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3630 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3633 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3634 !isStateDirty(context, STATE_PIXELSHADER)) {
3635 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3640 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3642 /* This function is called by transform_view below if the view matrix was changed too
3644 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3645 * does not always update the world matrix, only on a switch between transformed
3646 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3647 * draw, but that should be rather rare and cheaper in total.
3649 glMatrixMode(GL_MODELVIEW);
3650 checkGLcall("glMatrixMode");
3652 if(context->last_was_rhw) {
3654 checkGLcall("glLoadIdentity()");
3656 /* In the general case, the view matrix is the identity matrix */
3657 if (stateblock->device->view_ident)
3659 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3660 checkGLcall("glLoadMatrixf");
3664 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3665 checkGLcall("glLoadMatrixf");
3666 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3667 checkGLcall("glMultMatrixf");
3672 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3674 UINT index = state - STATE_CLIPPLANE(0);
3676 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3681 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3682 if(!use_vs(stateblock)) {
3683 glMatrixMode(GL_MODELVIEW);
3685 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3687 /* with vertex shaders, clip planes are not transformed in direct3d,
3688 * in OpenGL they are still transformed by the model view.
3689 * Use this to swap the y coordinate if necessary
3691 glMatrixMode(GL_MODELVIEW);
3694 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3697 TRACE("Clipplane [%f,%f,%f,%f]\n",
3698 stateblock->clipplane[index][0],
3699 stateblock->clipplane[index][1],
3700 stateblock->clipplane[index][2],
3701 stateblock->clipplane[index][3]);
3702 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3703 checkGLcall("glClipPlane");
3708 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3710 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3712 TRACE("Setting world matrix %d\n", matrix);
3714 if (matrix >= context->gl_info->limits.blends)
3716 WARN("Unsupported blend matrix set\n");
3718 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3722 /* GL_MODELVIEW0_ARB: 0x1700
3723 * GL_MODELVIEW1_ARB: 0x850a
3724 * GL_MODELVIEW2_ARB: 0x8722
3725 * GL_MODELVIEW3_ARB: 0x8723
3727 * GL_MODELVIEW31_ARB: 0x873F
3729 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3730 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3732 glMatrixMode(glMat);
3733 checkGLcall("glMatrixMode(glMat)");
3735 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3736 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3738 if (stateblock->device->view_ident)
3740 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3741 checkGLcall("glLoadMatrixf");
3745 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3746 checkGLcall("glLoadMatrixf");
3747 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3748 checkGLcall("glMultMatrixf");
3752 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3754 static BOOL once = FALSE;
3756 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3757 case WINED3DVBF_1WEIGHTS:
3758 case WINED3DVBF_2WEIGHTS:
3759 case WINED3DVBF_3WEIGHTS:
3762 /* TODO: Implement vertex blending in drawStridedSlow */
3763 FIXME("Vertex blending enabled, but not supported by hardware\n");
3767 case WINED3DVBF_TWEENING:
3768 WARN("Tweening not supported yet\n");
3772 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3774 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3777 case WINED3DVBF_1WEIGHTS:
3778 case WINED3DVBF_2WEIGHTS:
3779 case WINED3DVBF_3WEIGHTS:
3780 glEnable(GL_VERTEX_BLEND_ARB);
3781 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3783 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3784 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3786 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3788 if (!stateblock->device->vertexBlendUsed)
3791 for (i = 1; i < context->gl_info->limits.blends; ++i)
3793 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3795 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3798 stateblock->device->vertexBlendUsed = TRUE;
3802 case WINED3DVBF_DISABLE:
3803 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3804 glDisable(GL_VERTEX_BLEND_ARB);
3805 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3808 case WINED3DVBF_TWEENING:
3809 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3810 * vertex weights in the vertices?
3811 * For now we don't report that as supported, so a warn should suffice
3813 WARN("Tweening not supported yet\n");
3818 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3820 const struct wined3d_gl_info *gl_info = context->gl_info;
3821 const struct wined3d_light_info *light = NULL;
3824 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3825 * NOTE: We have to reset the positions even if the light/plane is not currently
3826 * enabled, since the call to enable it will not reset the position.
3827 * NOTE2: Apparently texture transforms do NOT need reapplying
3830 glMatrixMode(GL_MODELVIEW);
3831 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3832 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3833 checkGLcall("glLoadMatrixf(...)");
3835 /* Reset lights. TODO: Call light apply func */
3836 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3838 light = stateblock->activeLights[k];
3839 if(!light) continue;
3840 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3841 checkGLcall("glLightfv posn");
3842 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3843 checkGLcall("glLightfv dirn");
3846 /* Reset Clipping Planes */
3847 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3849 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3850 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3854 if(context->last_was_rhw) {
3856 checkGLcall("glLoadIdentity()");
3857 /* No need to update the world matrix, the identity is fine */
3861 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3862 * No need to do it here if the state is scheduled for update.
3864 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3865 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3868 /* Avoid looping over a number of matrices if the app never used the functionality */
3869 if (stateblock->device->vertexBlendUsed)
3871 for (k = 1; k < gl_info->limits.blends; ++k)
3873 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3874 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3880 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3882 glMatrixMode(GL_PROJECTION);
3883 checkGLcall("glMatrixMode(GL_PROJECTION)");
3885 checkGLcall("glLoadIdentity");
3887 if (context->last_was_rhw)
3889 double x = stateblock->viewport.X;
3890 double y = stateblock->viewport.Y;
3891 double w = stateblock->viewport.Width;
3892 double h = stateblock->viewport.Height;
3894 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3895 if (context->render_offscreen)
3896 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3898 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3899 checkGLcall("glOrtho");
3901 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3902 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3903 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3905 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3906 * render everything upside down when rendering offscreen. */
3907 if (context->render_offscreen)
3909 glScalef(1.0f, -1.0f, 1.0f);
3910 checkGLcall("glScalef");
3913 /* The rule is that the window coordinate 0 does not correspond to the
3914 beginning of the first pixel, but the center of the first pixel.
3915 As a consequence if you want to correctly draw one line exactly from
3916 the left to the right end of the viewport (with all matrices set to
3917 be identity), the x coords of both ends of the line would be not
3918 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3921 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3922 divide by the Width/Height, so we need the half range(1.0) to translate by
3925 The other fun is that d3d's output z range after the transformation is [0;1],
3926 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3927 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3928 of Z buffer precision and the clear values do not match in the z test. Thus scale
3929 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3933 * Careful with the order of operations here, we're essentially working backwards:
3935 * y = (y - 1/h) * flip;
3939 * glTranslatef(0.0, 0.0, -1.0);
3940 * glScalef(1.0, 1.0, 2.0);
3942 * glScalef(1.0, flip, 1.0);
3943 * glTranslatef(1/w, -1/h, 0.0);
3945 * This is equivalent to:
3946 * glTranslatef(1/w, -flip/h, -1.0)
3947 * glScalef(1.0, flip, 2.0);
3950 /* Translate by slightly less than a half pixel to force a top-left
3951 * filling convention. We want the difference to be large enough that
3952 * it doesn't get lost due to rounding inside the driver, but small
3953 * enough to prevent it from interfering with any anti-aliasing. */
3954 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3955 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3957 if (context->render_offscreen)
3959 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3960 * render everything upside down when rendering offscreen. */
3961 glTranslatef(xoffset, -yoffset, -1.0f);
3962 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3963 glScalef(1.0f, -1.0f, 2.0f);
3965 glTranslatef(xoffset, yoffset, -1.0f);
3966 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3967 glScalef(1.0f, 1.0f, 2.0f);
3969 checkGLcall("glScalef");
3971 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3972 checkGLcall("glLoadMatrixf");
3976 /* This should match any arrays loaded in loadVertexData.
3977 * TODO: Only load / unload arrays if we have to.
3979 static inline void unloadVertexData(const struct wined3d_context *context)
3981 const struct wined3d_gl_info *gl_info = context->gl_info;
3983 glDisableClientState(GL_VERTEX_ARRAY);
3984 glDisableClientState(GL_NORMAL_ARRAY);
3985 glDisableClientState(GL_COLOR_ARRAY);
3986 if (gl_info->supported[EXT_SECONDARY_COLOR])
3988 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3990 if (gl_info->supported[ARB_VERTEX_BLEND])
3992 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3994 unloadTexCoords(context);
3997 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
3999 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4000 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4002 context->numbered_array_mask &= ~(1 << i);
4005 /* This should match any arrays loaded in loadNumberedArrays
4006 * TODO: Only load / unload arrays if we have to.
4008 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4010 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4011 GLint maxAttribs = 16;
4014 /* Leave all the attribs disabled */
4015 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4016 /* MESA does not support it right not */
4017 if (glGetError() != GL_NO_ERROR)
4019 for (i = 0; i < maxAttribs; ++i) {
4020 unload_numbered_array(stateblock, context, i);
4024 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4025 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4027 const struct wined3d_gl_info *gl_info = context->gl_info;
4028 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4030 const UINT *offset = stateblock->streamOffset;
4031 struct wined3d_buffer *vb;
4032 DWORD_PTR shift_index;
4034 /* Default to no instancing */
4035 stateblock->device->instancedDraw = FALSE;
4037 for (i = 0; i < MAX_ATTRIBS; i++) {
4038 if (!(stream_info->use_map & (1 << i)))
4040 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4044 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4045 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4047 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4048 stateblock->device->instancedDraw = TRUE;
4052 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4054 if (stream_info->elements[i].stride)
4056 if (curVBO != stream_info->elements[i].buffer_object)
4058 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4059 checkGLcall("glBindBufferARB");
4060 curVBO = stream_info->elements[i].buffer_object;
4062 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4063 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4064 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4065 * vbo we won't be load converted attributes anyway
4067 if (curVBO && vb->conversion_shift)
4069 TRACE("Loading attribute from shifted buffer\n");
4070 TRACE("Attrib %d has original stride %d, new stride %d\n",
4071 i, stream_info->elements[i].stride, vb->conversion_stride);
4072 TRACE("Original offset %p, additional offset 0x%08x\n",
4073 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4074 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4075 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4076 shift_index = shift_index % stream_info->elements[i].stride;
4077 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4078 stream_info->elements[i].format_desc->gl_vtx_type,
4079 stream_info->elements[i].format_desc->gl_normalized,
4080 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4081 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4082 + offset[stream_info->elements[i].stream_idx]));
4085 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4086 stream_info->elements[i].format_desc->gl_vtx_type,
4087 stream_info->elements[i].format_desc->gl_normalized,
4088 stream_info->elements[i].stride, stream_info->elements[i].data
4089 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4090 + offset[stream_info->elements[i].stream_idx]));
4093 if (!(context->numbered_array_mask & (1 << i)))
4095 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4096 context->numbered_array_mask |= (1 << i);
4099 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4100 * set up the attribute statically. But we have to figure out the system memory address.
4102 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4103 if (stream_info->elements[i].buffer_object)
4105 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4106 ptr += (long) buffer_get_sysmem(vb);
4109 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4111 switch (stream_info->elements[i].format_desc->format)
4113 case WINED3DFMT_R32_FLOAT:
4114 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4116 case WINED3DFMT_R32G32_FLOAT:
4117 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4119 case WINED3DFMT_R32G32B32_FLOAT:
4120 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4122 case WINED3DFMT_R32G32B32A32_FLOAT:
4123 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4126 case WINED3DFMT_R8G8B8A8_UINT:
4127 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4129 case WINED3DFMT_B8G8R8A8_UNORM:
4130 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4132 const DWORD *src = (const DWORD *)ptr;
4133 DWORD c = *src & 0xff00ff00;
4134 c |= (*src & 0xff0000) >> 16;
4135 c |= (*src & 0xff) << 16;
4136 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4139 /* else fallthrough */
4140 case WINED3DFMT_R8G8B8A8_UNORM:
4141 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4144 case WINED3DFMT_R16G16_SINT:
4145 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4147 case WINED3DFMT_R16G16B16A16_SINT:
4148 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4151 case WINED3DFMT_R16G16_SNORM:
4153 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4154 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4157 case WINED3DFMT_R16G16_UNORM:
4159 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4160 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4163 case WINED3DFMT_R16G16B16A16_SNORM:
4164 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4166 case WINED3DFMT_R16G16B16A16_UNORM:
4167 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4170 case WINED3DFMT_R10G10B10A2_UINT:
4171 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4172 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4174 case WINED3DFMT_R10G10B10A2_SNORM:
4175 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4176 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4179 case WINED3DFMT_R16G16_FLOAT:
4180 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4181 * byte float according to the IEEE standard
4183 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4185 case WINED3DFMT_R16G16B16A16_FLOAT:
4186 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4190 ERR("Unexpected declaration in stride 0 attributes\n");
4196 checkGLcall("Loading numbered arrays");
4199 /* Used from 2 different functions, and too big to justify making it inlined */
4200 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4201 const struct wined3d_stream_info *si)
4203 const struct wined3d_gl_info *gl_info = context->gl_info;
4204 const UINT *offset = stateblock->streamOffset;
4205 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4206 const struct wined3d_stream_info_element *e;
4208 TRACE("Using fast vertex array code\n");
4210 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4211 stateblock->device->instancedDraw = FALSE;
4213 /* Blend Data ---------------------------------------------- */
4214 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4215 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4217 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4219 if (gl_info->supported[ARB_VERTEX_BLEND])
4221 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4222 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4224 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4225 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4227 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4229 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4230 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4231 sd->u.s.blendWeights.dwStride,
4232 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4234 if (curVBO != e->buffer_object)
4236 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4237 checkGLcall("glBindBufferARB");
4238 curVBO = e->buffer_object;
4241 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4242 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4244 checkGLcall("glWeightPointerARB");
4246 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4251 FIXME("blendMatrixIndices support\n");
4256 /* TODO: support blends in drawStridedSlow
4257 * No need to write a FIXME here, this is done after the general vertex decl decoding
4259 WARN("unsupported blending in openGl\n");
4264 if (gl_info->supported[ARB_VERTEX_BLEND])
4266 static const GLbyte one = 1;
4267 GL_EXTCALL(glWeightbvARB(1, &one));
4268 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4272 /* Point Size ----------------------------------------------*/
4273 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4275 /* no such functionality in the fixed function GL pipeline */
4276 TRACE("Cannot change ptSize here in openGl\n");
4277 /* TODO: Implement this function in using shaders if they are available */
4280 /* Vertex Pointers -----------------------------------------*/
4281 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4283 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4285 e = &si->elements[WINED3D_FFP_POSITION];
4286 if (curVBO != e->buffer_object)
4288 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4289 checkGLcall("glBindBufferARB");
4290 curVBO = e->buffer_object;
4293 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4294 handling for rhw mode should not impact screen position whereas in GL it does.
4295 This may result in very slightly distorted textures in rhw mode.
4296 There's always the other option of fixing the view matrix to
4297 prevent w from having any effect.
4299 This only applies to user pointer sources, in VBOs the vertices are fixed up
4301 if (!e->buffer_object)
4303 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4304 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4306 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4307 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4309 checkGLcall("glVertexPointer(...)");
4310 glEnableClientState(GL_VERTEX_ARRAY);
4311 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4314 /* Normals -------------------------------------------------*/
4315 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4317 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4319 e = &si->elements[WINED3D_FFP_NORMAL];
4320 if (curVBO != e->buffer_object)
4322 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4323 checkGLcall("glBindBufferARB");
4324 curVBO = e->buffer_object;
4326 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4327 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4328 checkGLcall("glNormalPointer(...)");
4329 glEnableClientState(GL_NORMAL_ARRAY);
4330 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4333 glNormal3f(0, 0, 0);
4334 checkGLcall("glNormal3f(0, 0, 0)");
4337 /* Diffuse Colour --------------------------------------------*/
4338 /* WARNING: Data here MUST be in RGBA format, so cannot */
4339 /* go directly into fast mode from app pgm, because */
4340 /* directx requires data in BGRA format. */
4341 /* currently fixupVertices swizzles the format, but this isn't*/
4342 /* very practical when using VBOs */
4343 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4344 /* , or the user doesn't care and wants the speed advantage */
4346 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4348 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4350 e = &si->elements[WINED3D_FFP_DIFFUSE];
4351 if (curVBO != e->buffer_object)
4353 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4354 checkGLcall("glBindBufferARB");
4355 curVBO = e->buffer_object;
4358 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4359 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4360 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4361 glEnableClientState(GL_COLOR_ARRAY);
4362 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4365 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4366 checkGLcall("glColor4f(1, 1, 1, 1)");
4369 /* Specular Colour ------------------------------------------*/
4370 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4372 TRACE("setting specular colour\n");
4373 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4375 e = &si->elements[WINED3D_FFP_SPECULAR];
4376 if (gl_info->supported[EXT_SECONDARY_COLOR])
4378 GLenum type = e->format_desc->gl_vtx_type;
4379 GLint format = e->format_desc->gl_vtx_format;
4381 if (curVBO != e->buffer_object)
4383 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4384 checkGLcall("glBindBufferARB");
4385 curVBO = e->buffer_object;
4388 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4390 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4391 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4392 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4393 * 4 component secondary colors use it
4395 GL_EXTCALL(glSecondaryColorPointerEXT)(format, type,
4396 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4397 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4403 case GL_UNSIGNED_BYTE:
4404 GL_EXTCALL(glSecondaryColorPointerEXT)(3, GL_UNSIGNED_BYTE,
4405 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4406 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4410 FIXME("Add 4 component specular color pointers for type %x\n", type);
4411 /* Make sure that the right color component is dropped */
4412 GL_EXTCALL(glSecondaryColorPointerEXT)(3, type,
4413 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4414 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4417 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4418 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4421 /* Missing specular color is not critical, no warnings */
4422 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4427 if (gl_info->supported[EXT_SECONDARY_COLOR])
4429 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4430 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4433 /* Missing specular color is not critical, no warnings */
4434 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4438 /* Texture coords -------------------------------------------*/
4439 loadTexCoords(context, stateblock, si, &curVBO);
4442 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4444 /* Dump out what parts we have supplied */
4445 TRACE("Strided Data:\n");
4446 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4447 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4448 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4449 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4450 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4451 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4452 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4453 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4454 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4455 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4456 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4457 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4458 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4459 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4460 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4463 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4465 const struct wined3d_gl_info *gl_info = context->gl_info;
4466 IWineD3DDeviceImpl *device = stateblock->device;
4468 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4469 BOOL useVertexShaderFunction;
4470 BOOL load_numbered = FALSE;
4471 BOOL load_named = FALSE;
4473 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4475 if(device->up_strided) {
4476 /* Note: this is a ddraw fixed-function code path */
4477 TRACE("================ Strided Input ===================\n");
4478 device_stream_info_from_strided(gl_info, device->up_strided, dataLocations);
4481 drawPrimitiveTraceDataLocations(dataLocations);
4484 /* Note: This is a fixed function or shader codepath.
4485 * This means it must handle both types of strided data.
4486 * Shaders must go through here to zero the strided data, even if they
4487 * don't set any declaration at all
4489 TRACE("================ Vertex Declaration ===================\n");
4490 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4493 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4495 if(useVertexShaderFunction) {
4496 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4497 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4498 device->useDrawStridedSlow = TRUE;
4500 load_numbered = TRUE;
4501 device->useDrawStridedSlow = FALSE;
4506 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
4507 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
4508 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
4510 if (fixup || (!dataLocations->position_transformed
4511 && !(dataLocations->use_map & slow_mask)))
4513 /* Load the vertex data using named arrays */
4515 device->useDrawStridedSlow = FALSE;
4519 TRACE("Not loading vertex data\n");
4520 device->useDrawStridedSlow = TRUE;
4524 if (context->numberedArraysLoaded && !load_numbered)
4526 unloadNumberedArrays(stateblock, context);
4527 context->numberedArraysLoaded = FALSE;
4528 context->numbered_array_mask = 0;
4530 else if (context->namedArraysLoaded)
4532 unloadVertexData(context);
4533 context->namedArraysLoaded = FALSE;
4538 TRACE("Loading numbered arrays\n");
4539 loadNumberedArrays(stateblock, dataLocations, context);
4540 context->numberedArraysLoaded = TRUE;
4542 else if (load_named)
4544 TRACE("Loading vertex data\n");
4545 loadVertexData(context, stateblock, dataLocations);
4546 context->namedArraysLoaded = TRUE;
4550 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4552 const struct wined3d_gl_info *gl_info = context->gl_info;
4553 BOOL updateFog = FALSE;
4554 BOOL useVertexShaderFunction = use_vs(stateblock);
4555 BOOL usePixelShaderFunction = use_ps(stateblock);
4556 IWineD3DDeviceImpl *device = stateblock->device;
4558 BOOL wasrhw = context->last_was_rhw;
4561 transformed = device->strided_streams.position_transformed;
4562 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4566 /* Reapply lighting if it is not scheduled for reapplication already */
4567 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4568 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4572 context->last_was_rhw = TRUE;
4575 /* Untransformed, so relies on the view and projection matrices */
4576 context->last_was_rhw = FALSE;
4577 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4578 device->untransformed = TRUE;
4580 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4581 * Not needed as long as only hw shaders are supported
4584 /* This sets the shader output position correction constants.
4585 * TODO: Move to the viewport state
4587 if (useVertexShaderFunction)
4589 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4590 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4591 device->posFixup[3] = device->posFixup[1] * yoffset;
4595 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4596 * off this function will be called again anyway to make sure they're properly set
4598 if(!useVertexShaderFunction) {
4599 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4600 * or transformed / untransformed was switched
4602 if(wasrhw != context->last_was_rhw &&
4603 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4604 !isStateDirty(context, STATE_VIEWPORT)) {
4605 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4607 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4610 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4611 * this check will fail and the matrix not applied again. This is OK because a simple
4612 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4613 * needs of the vertex declaration.
4615 * World and view matrix go into the same gl matrix, so only apply them when neither is
4618 if(transformed != wasrhw &&
4619 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4620 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4621 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4624 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4625 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4628 if(context->last_was_vshader) {
4630 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4631 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4633 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4635 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4638 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4639 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4642 if(!context->last_was_vshader) {
4643 static BOOL warned = FALSE;
4644 if(!device->vs_clipping) {
4645 /* Disable all clip planes to get defined results on all drivers. See comment in the
4646 * state_clipping state handler
4648 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4650 glDisable(GL_CLIP_PLANE0 + i);
4651 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4654 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4655 FIXME("Clipping not supported with vertex shaders\n");
4660 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4661 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4662 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4663 * fixed function vertex processing states back in a sane state before switching to shaders
4665 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4666 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4668 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4669 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4674 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4675 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4676 * device->vs_clipping is false.
4678 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4680 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4685 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4688 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4689 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4691 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4692 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4696 context->last_was_vshader = useVertexShaderFunction;
4699 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4701 if(!useVertexShaderFunction) {
4703 for(i = 0; i < MAX_TEXTURES; i++) {
4704 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4705 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4711 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4713 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4715 WINED3DVIEWPORT vp = stateblock->viewport;
4717 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4718 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4720 glDepthRange(vp.MinZ, vp.MaxZ);
4721 checkGLcall("glDepthRange");
4722 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4724 if (context->render_offscreen)
4726 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4728 target->get_drawable_size(context, &width, &height);
4731 (height - (vp.Y + vp.Height)),
4732 vp.Width, vp.Height);
4735 checkGLcall("glViewport");
4738 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4740 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4742 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4743 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4745 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4746 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4748 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4749 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4753 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4755 UINT Index = state - STATE_ACTIVELIGHT(0);
4756 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4759 glDisable(GL_LIGHT0 + Index);
4760 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4763 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4765 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4766 glMatrixMode(GL_MODELVIEW);
4768 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4771 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4772 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4773 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4774 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4775 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4776 checkGLcall("glLightfv");
4779 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4780 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4781 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4782 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4783 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4784 checkGLcall("glLightfv");
4787 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4788 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4789 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4790 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4791 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4792 checkGLcall("glLightfv");
4794 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4795 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4797 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4800 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4801 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4802 * Attenuation0 to NaN and crashes in the gl lib
4805 switch (lightInfo->OriginalParms.Type) {
4806 case WINED3DLIGHT_POINT:
4808 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4809 checkGLcall("glLightfv");
4810 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4811 checkGLcall("glLightf");
4812 /* Attenuation - Are these right? guessing... */
4813 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4814 checkGLcall("glLightf");
4815 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4816 checkGLcall("glLightf");
4817 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4818 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4819 checkGLcall("glLightf");
4823 case WINED3DLIGHT_SPOT:
4825 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4826 checkGLcall("glLightfv");
4828 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4829 checkGLcall("glLightfv");
4830 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4831 checkGLcall("glLightf");
4832 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4833 checkGLcall("glLightf");
4834 /* Attenuation - Are these right? guessing... */
4835 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4836 checkGLcall("glLightf");
4837 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4838 checkGLcall("glLightf");
4839 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4840 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4841 checkGLcall("glLightf");
4845 case WINED3DLIGHT_DIRECTIONAL:
4847 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4848 checkGLcall("glLightfv");
4849 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4850 checkGLcall("glLightf");
4851 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4852 checkGLcall("glLightf");
4856 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4859 /* Restore the modelview matrix */
4862 glEnable(GL_LIGHT0 + Index);
4863 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4867 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4869 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4870 RECT *pRect = &stateblock->scissorRect;
4874 target->get_drawable_size(context, &width, &height);
4875 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4876 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4878 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4879 pRect->right - pRect->left, pRect->bottom - pRect->top);
4881 if (context->render_offscreen)
4883 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4885 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4887 checkGLcall("glScissor");
4890 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4892 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4893 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4895 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4896 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4900 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4902 if (context->render_offscreen)
4904 glFrontFace(GL_CCW);
4905 checkGLcall("glFrontFace(GL_CCW)");
4908 checkGLcall("glFrontFace(GL_CW)");
4912 const struct StateEntryTemplate misc_state_template[] = {
4913 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4916 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4917 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4918 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4919 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4923 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4924 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4925 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4926 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4927 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4928 * vshader loadings are untied from each other
4930 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4931 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4968 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4969 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4970 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4971 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4972 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4973 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4974 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4975 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4976 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4977 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4978 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4979 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4981 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4982 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4983 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5020 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5057 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5062 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5069 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5072 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5078 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5079 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5080 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5081 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5083 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5084 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5086 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5087 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5088 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5089 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5090 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5092 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5095 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5096 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5097 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5098 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5130 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5132 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5134 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5135 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5136 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5137 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5138 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5139 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5140 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5141 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5143 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5144 /* Transform states follow */
5145 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5412 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5413 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5414 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5429 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5431 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5432 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5435 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5437 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5445 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5448 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5449 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5451 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5454 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5455 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5456 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5457 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5458 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5459 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5460 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5461 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5463 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5464 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5465 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5466 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5467 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5468 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5469 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5470 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5471 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5472 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5473 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5474 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5475 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5476 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5477 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5478 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5479 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5480 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5481 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5482 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5483 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5484 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5485 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5486 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5487 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5490 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5491 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5571 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5572 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5573 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5574 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5575 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5576 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5577 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5578 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5579 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5580 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5581 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5582 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5583 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5584 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5585 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5586 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5587 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5588 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5589 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5590 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5592 #undef GLINFO_LOCATION
5594 /* Context activation is done by the caller. */
5595 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5597 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype,
5598 const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5600 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5601 WINED3DTEXOPCAPS_ADDSIGNED |
5602 WINED3DTEXOPCAPS_ADDSIGNED2X |
5603 WINED3DTEXOPCAPS_MODULATE |
5604 WINED3DTEXOPCAPS_MODULATE2X |
5605 WINED3DTEXOPCAPS_MODULATE4X |
5606 WINED3DTEXOPCAPS_SELECTARG1 |
5607 WINED3DTEXOPCAPS_SELECTARG2 |
5608 WINED3DTEXOPCAPS_DISABLE;
5610 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5611 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5612 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5614 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5615 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5616 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5617 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5618 WINED3DTEXOPCAPS_LERP |
5619 WINED3DTEXOPCAPS_SUBTRACT;
5621 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5622 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5624 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5625 WINED3DTEXOPCAPS_MULTIPLYADD |
5626 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5627 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5628 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5630 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5631 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5633 pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
5634 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5637 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5638 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5639 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5643 TRACE("Checking support for fixup:\n");
5644 dump_color_fixup_desc(fixup);
5647 /* We only support identity conversions. */
5648 if (is_identity_fixup(fixup))
5654 TRACE("[FAILED]\n");
5658 const struct fragment_pipeline ffp_fragment_pipeline = {
5660 ffp_fragment_get_caps,
5663 ffp_color_fixup_supported,
5664 ffp_fragmentstate_template,
5665 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5668 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5671 for(i = 0; funcs[i]; i++);
5675 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5677 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5678 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5681 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5683 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5684 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5685 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5688 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5690 unsigned int start, last, i;
5692 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5693 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5694 for (i = start; i <= last; ++i)
5696 state_table[i].representative = 0;
5697 state_table[i].apply = state_undefined;
5700 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5701 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5702 for (i = start; i <= last; ++i)
5704 state_table[i].representative = 0;
5705 state_table[i].apply = state_undefined;
5709 static void validate_state_table(struct StateEntry *state_table)
5713 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5715 DWORD rep = state_table[i].representative;
5716 if (rep && !state_table[rep].representative)
5718 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5719 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5720 state_table[i].representative = 0;
5725 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5726 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5727 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5729 unsigned int i, type, handlers;
5730 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5731 const struct StateEntryTemplate *cur;
5732 BOOL set[STATE_HIGHEST + 1];
5734 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5736 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5737 StateTable[i].representative = 0;
5738 StateTable[i].apply = state_undefined;
5741 for(type = 0; type < 3; type++) {
5742 /* This switch decides the order in which the states are applied */
5744 case 0: cur = misc; break;
5745 case 1: cur = fragment->states; break;
5746 case 2: cur = vertex; break;
5747 default: cur = NULL; /* Stupid compiler */
5751 /* GL extension filtering should not prevent multiple handlers being applied from different
5754 memset(set, 0, sizeof(set));
5756 for(i = 0; cur[i].state; i++) {
5757 APPLYSTATEFUNC *funcs_array;
5759 /* Only use the first matching state with the available extension from one template.
5761 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5762 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5764 * if GL_XYZ_fancy is supported, ignore the 2nd line
5766 if(set[cur[i].state]) continue;
5767 /* Skip state lines depending on unsupported extensions */
5768 if (!gl_info->supported[cur[i].extension]) continue;
5769 set[cur[i].state] = TRUE;
5770 /* In some cases having an extension means that nothing has to be
5771 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5772 * supported, the texture coordinate fixup can be ignored. If the
5773 * apply function is used, mark the state set(done above) to prevent
5774 * applying later lines, but do not record anything in the state
5777 if(!cur[i].content.apply) continue;
5779 handlers = num_handlers(multistate_funcs[cur[i].state]);
5780 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5783 StateTable[cur[i].state].apply = cur[i].content.apply;
5786 StateTable[cur[i].state].apply = multistate_apply_2;
5787 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5789 sizeof(**dev_multistate_funcs) * 2);
5790 if (!dev_multistate_funcs[cur[i].state]) {
5794 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5795 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5798 StateTable[cur[i].state].apply = multistate_apply_3;
5799 funcs_array = HeapReAlloc(GetProcessHeap(),
5801 dev_multistate_funcs[cur[i].state],
5802 sizeof(**dev_multistate_funcs) * 3);
5807 dev_multistate_funcs[cur[i].state] = funcs_array;
5808 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5811 ERR("Unexpected amount of state handlers for state %u: %u\n",
5812 cur[i].state, handlers + 1);
5815 if(StateTable[cur[i].state].representative &&
5816 StateTable[cur[i].state].representative != cur[i].content.representative) {
5817 FIXME("State %u has different representatives in different pipeline parts\n",
5820 StateTable[cur[i].state].representative = cur[i].content.representative;
5824 prune_invalid_states(StateTable, gl_info);
5825 validate_state_table(StateTable);
5830 for (i = 0; i <= STATE_HIGHEST; ++i) {
5831 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5834 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5836 return E_OUTOFMEMORY;