2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 WINED3DFILLMODE mode = state->render_states[WINED3DRS_FILLMODE];
56 case WINED3DFILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 case WINED3DFILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 case WINED3DFILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
69 FIXME("Unrecognized WINED3DRS_FILLMODE %d.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
83 if (state->render_states[WINED3DRS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 /* No z test without depth stencil buffers */
97 if (!state->fb->depth_stencil)
99 TRACE("No Z buffer - disabling depth test\n");
100 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
101 checkGLcall("glDisable GL_DEPTH_TEST");
105 switch (state->render_states[WINED3DRS_ZENABLE])
107 case WINED3DZB_FALSE:
108 glDisable(GL_DEPTH_TEST);
109 checkGLcall("glDisable GL_DEPTH_TEST");
112 glEnable(GL_DEPTH_TEST);
113 checkGLcall("glEnable GL_DEPTH_TEST");
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 FIXME("W buffer is not well handled\n");
121 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
122 state->render_states[WINED3DRS_ZENABLE]);
126 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
128 /* glFrontFace() is set in context.c at context init and on an
129 * offscreen / onscreen rendering switch. */
130 switch (state->render_states[WINED3DRS_CULLMODE])
132 case WINED3DCULL_NONE:
133 glDisable(GL_CULL_FACE);
134 checkGLcall("glDisable GL_CULL_FACE");
137 glEnable(GL_CULL_FACE);
138 checkGLcall("glEnable GL_CULL_FACE");
139 glCullFace(GL_FRONT);
140 checkGLcall("glCullFace(GL_FRONT)");
142 case WINED3DCULL_CCW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
146 checkGLcall("glCullFace(GL_BACK)");
149 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
150 state->render_states[WINED3DRS_CULLMODE]);
154 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
156 switch (state->render_states[WINED3DRS_SHADEMODE])
158 case WINED3DSHADE_FLAT:
159 glShadeModel(GL_FLAT);
160 checkGLcall("glShadeModel(GL_FLAT)");
162 case WINED3DSHADE_GOURAUD:
163 glShadeModel(GL_SMOOTH);
164 checkGLcall("glShadeModel(GL_SMOOTH)");
166 case WINED3DSHADE_PHONG:
167 FIXME("WINED3DSHADE_PHONG isn't supported\n");
170 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
171 state->render_states[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 if (state->render_states[WINED3DRS_DITHERENABLE])
180 checkGLcall("glEnable GL_DITHER");
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
191 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
192 * If yes, this has to be merged with ZENABLE and ZFUNC. */
193 if (state->render_states[WINED3DRS_ZWRITEENABLE])
196 checkGLcall("glDepthMask(1)");
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 GLenum depth_func = CompareFunc(state->render_states[WINED3DRS_ZFUNC]);
209 if (!depth_func) return;
211 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
214 /* There are a few issues with this: First, our inability to
215 * select a proper Z depth, most of the time we're stuck with
216 * D24S8, even if the app selects D32 or D16. There seem to be
217 * some other precision problems which have to be debugged to
218 * make NOTEQUAL and EQUAL work properly. */
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 glDepthFunc(depth_func);
227 checkGLcall("glDepthFunc");
230 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
233 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_AMBIENT], col);
235 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
236 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
237 checkGLcall("glLightModel for MODEL_AMBIENT");
240 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
242 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
245 static GLenum gl_blend_op(WINED3DBLENDOP op)
249 case WINED3DBLENDOP_ADD:
250 return GL_FUNC_ADD_EXT;
251 case WINED3DBLENDOP_SUBTRACT:
252 return GL_FUNC_SUBTRACT_EXT;
253 case WINED3DBLENDOP_REVSUBTRACT:
254 return GL_FUNC_REVERSE_SUBTRACT_EXT;
255 case WINED3DBLENDOP_MIN:
257 case WINED3DBLENDOP_MAX:
260 FIXME("Unhandled blend op %#x.\n", op);
265 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
268 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
269 GLenum blend_equation = GL_FUNC_ADD_EXT;
271 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
272 if (state->render_states[WINED3DRS_BLENDOPALPHA]
273 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
275 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
279 blend_equation = gl_blend_op(state->render_states[WINED3DRS_BLENDOP]);
280 blend_equation_alpha = gl_blend_op(state->render_states[WINED3DRS_BLENDOPALPHA]);
281 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
283 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
285 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
286 checkGLcall("glBlendEquationSeparateEXT");
290 GL_EXTCALL(glBlendEquationEXT(blend_equation));
291 checkGLcall("glBlendEquation");
295 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
299 case WINED3DBLEND_ZERO:
301 case WINED3DBLEND_ONE:
303 case WINED3DBLEND_SRCCOLOR:
305 case WINED3DBLEND_INVSRCCOLOR:
306 return GL_ONE_MINUS_SRC_COLOR;
307 case WINED3DBLEND_SRCALPHA:
309 case WINED3DBLEND_INVSRCALPHA:
310 return GL_ONE_MINUS_SRC_ALPHA;
311 case WINED3DBLEND_DESTCOLOR:
313 case WINED3DBLEND_INVDESTCOLOR:
314 return GL_ONE_MINUS_DST_COLOR;
315 /* To compensate for the lack of format switching with backbuffer
316 * offscreen rendering, and with onscreen rendering, we modify the
317 * alpha test parameters for (INV)DESTALPHA if the render target
318 * doesn't support alpha blending. A nonexistent alpha channel
319 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
320 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
321 case WINED3DBLEND_DESTALPHA:
322 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 case WINED3DBLEND_INVDESTALPHA:
324 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 case WINED3DBLEND_SRCALPHASAT:
326 return GL_SRC_ALPHA_SATURATE;
327 case WINED3DBLEND_BLENDFACTOR:
328 return GL_CONSTANT_COLOR_EXT;
329 case WINED3DBLEND_INVBLENDFACTOR:
330 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
332 FIXME("Unhandled blend factor %#x.\n", factor);
337 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_surface *target = state->fb->render_targets[0];
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 GLenum srcBlend, dstBlend;
342 WINED3DBLEND d3d_blend;
344 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
345 * blending parameters to work. */
346 if (state->render_states[WINED3DRS_ALPHABLENDENABLE]
347 || state->render_states[WINED3DRS_EDGEANTIALIAS]
348 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
350 /* Disable blending in all cases even without pixelshaders.
351 * With blending on we could face a big performance penalty.
352 * The d3d9 visual test confirms the behavior. */
353 if (context->render_offscreen
354 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
357 checkGLcall("glDisable GL_BLEND");
361 checkGLcall("glEnable GL_BLEND");
365 checkGLcall("glDisable GL_BLEND");
366 /* Nothing more to do - get out */
370 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
371 * source blending values which are still valid up to d3d9. They should
372 * not occur as dest blend values. */
373 d3d_blend = state->render_states[WINED3DRS_SRCBLEND];
374 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
376 srcBlend = GL_SRC_ALPHA;
377 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
379 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
381 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
382 dstBlend = GL_SRC_ALPHA;
386 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
387 dstBlend = gl_blend_factor(state->render_states[WINED3DRS_DESTBLEND],
388 target->resource.format);
391 if (state->render_states[WINED3DRS_EDGEANTIALIAS]
392 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
394 glEnable(GL_LINE_SMOOTH);
395 checkGLcall("glEnable(GL_LINE_SMOOTH)");
396 if(srcBlend != GL_SRC_ALPHA) {
397 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
399 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
400 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
403 glDisable(GL_LINE_SMOOTH);
404 checkGLcall("glDisable(GL_LINE_SMOOTH)");
407 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
408 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP)))
409 state_blendop(context, state, STATE_RENDER(WINED3DRS_BLENDOPALPHA));
411 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
413 GLenum srcBlendAlpha, dstBlendAlpha;
415 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
416 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
418 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
422 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
423 * source blending values which are still valid up to d3d9. They should
424 * not occur as dest blend values. */
425 d3d_blend = state->render_states[WINED3DRS_SRCBLENDALPHA];
426 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
428 srcBlendAlpha = GL_SRC_ALPHA;
429 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
438 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
439 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3DRS_DESTBLENDALPHA],
440 target->resource.format);
443 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
444 checkGLcall("glBlendFuncSeparateEXT");
446 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
447 glBlendFunc(srcBlend, dstBlend);
448 checkGLcall("glBlendFunc");
451 /* Colorkey fixup for stage 0 alphaop depends on
452 * WINED3DRS_ALPHABLENDENABLE state, so it may need updating. */
453 if (state->render_states[WINED3DRS_COLORKEYENABLE])
454 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
457 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
459 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
464 const struct wined3d_gl_info *gl_info = context->gl_info;
467 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3DRS_BLENDFACTOR]);
468 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_BLENDFACTOR], col);
469 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
470 checkGLcall("glBlendColor");
473 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
477 BOOL enable_ckey = FALSE;
479 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
481 /* Find out if the texture on the first stage has a ckey set
482 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
483 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
484 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
485 * in case it finds some texture+colorkeyenable combination which needs extra care.
487 if (state->textures[0])
489 struct wined3d_texture *texture = state->textures[0];
490 GLenum texture_dimensions = texture->target;
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
496 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
498 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
499 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
500 * surface has alpha bits */
501 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
506 if (enable_ckey || context->last_was_ckey)
507 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
508 context->last_was_ckey = enable_ckey;
510 if (state->render_states[WINED3DRS_ALPHATESTENABLE]
511 || (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
513 glEnable(GL_ALPHA_TEST);
514 checkGLcall("glEnable GL_ALPHA_TEST");
516 glDisable(GL_ALPHA_TEST);
517 checkGLcall("glDisable GL_ALPHA_TEST");
518 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
524 if (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
526 glParm = GL_NOTEQUAL;
531 ref = ((float)state->render_states[WINED3DRS_ALPHAREF]) / 255.0f;
532 glParm = CompareFunc(state->render_states[WINED3DRS_ALPHAFUNC]);
535 glAlphaFunc(glParm, ref);
536 checkGLcall("glAlphaFunc");
540 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
542 const struct wined3d_device *device = context->swapchain->device;
544 /* Vertex and pixel shader states will call a shader upload, don't do
545 * anything as long one of them has an update pending. */
546 if (isStateDirty(context, STATE_VDECL)
547 || isStateDirty(context, STATE_PIXELSHADER))
550 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
553 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
555 DWORD enable = 0xFFFFFFFF;
556 DWORD disable = 0x00000000;
560 const struct wined3d_device *device = context->swapchain->device;
562 if (!device->vs_clipping)
564 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
565 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
566 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
567 * of that - don't do anything here and keep them disabled
569 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
571 static BOOL warned = FALSE;
573 FIXME("Clipping not supported with vertex shaders\n");
580 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
581 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
582 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
584 device->shader_backend->shader_select(context, use_ps(state), TRUE);
585 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
586 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
590 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
591 * of already set values
594 /* If enabling / disabling all
595 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
597 if (state->render_states[WINED3DRS_CLIPPING])
599 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
600 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
604 disable = 0xffffffff;
608 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
609 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
610 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
611 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
612 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
613 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
615 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
616 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
617 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
618 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
619 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
620 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
623 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
627 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
628 * specular color. This is wrong:
629 * Separate specular color means the specular colour is maintained separately, whereas
630 * single color means it is merged in. However in both cases they are being used to
632 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
633 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
637 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
638 * Instead, we need to setup the FinalCombiner properly.
640 * The default setup for the FinalCombiner is:
642 * <variable> <input> <mapping> <usage>
643 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
644 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
645 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
651 * That's pretty much fine as it is, except for variable B, which needs to take
652 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
653 * whether WINED3DRS_SPECULARENABLE is enabled or not.
656 TRACE("Setting specular enable state and materials\n");
657 if (state->render_states[WINED3DRS_SPECULARENABLE])
659 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
660 checkGLcall("glMaterialfv");
662 if (state->material.Power > gl_info->limits.shininess)
664 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
665 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
666 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
667 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
668 * them, it should be safe to do so without major visual distortions.
670 WARN("Material power = %.8e, limit %.8e\n", state->material.Power, gl_info->limits.shininess);
671 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
675 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.Power);
677 checkGLcall("glMaterialf(GL_SHININESS)");
679 if (gl_info->supported[EXT_SECONDARY_COLOR])
681 glEnable(GL_COLOR_SUM_EXT);
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
704 glDisable(GL_COLOR_SUM_EXT);
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (gl_info->supported[NV_REGISTER_COMBINERS])
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
715 checkGLcall("glFinalCombinerInputNV()");
719 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
720 state->material.Diffuse.r, state->material.Diffuse.g,
721 state->material.Diffuse.b, state->material.Diffuse.a);
722 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
723 state->material.Ambient.r, state->material.Ambient.g,
724 state->material.Ambient.b, state->material.Ambient.a);
725 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
726 state->material.Specular.r, state->material.Specular.g,
727 state->material.Specular.b, state->material.Specular.a);
728 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.Emissive.r, state->material.Emissive.g,
730 state->material.Emissive.b, state->material.Emissive.a);
732 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
733 checkGLcall("glMaterialfv(GL_AMBIENT)");
734 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
735 checkGLcall("glMaterialfv(GL_DIFFUSE)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
737 checkGLcall("glMaterialfv(GL_EMISSION)");
740 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
742 const struct wined3d_gl_info *gl_info = context->gl_info;
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only. */
748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
750 /* And now the default texture color as well */
751 for (i = 0; i < gl_info->limits.texture_stages; ++i)
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
756 context_active_texture(context, gl_info, i);
758 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
759 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
763 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
764 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
766 const struct wined3d_gl_info *gl_info = context->gl_info;
768 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
769 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
770 GL_EXTCALL(glActiveStencilFaceEXT(face));
771 checkGLcall("glActiveStencilFaceEXT(...)");
772 glStencilFunc(func, ref, mask);
773 checkGLcall("glStencilFunc(...)");
774 glStencilOp(stencilFail, depthFail, stencilPass);
775 checkGLcall("glStencilOp(...)");
778 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
780 const struct wined3d_gl_info *gl_info = context->gl_info;
781 DWORD onesided_enable = FALSE;
782 DWORD twosided_enable = FALSE;
783 GLint func = GL_ALWAYS;
784 GLint func_ccw = GL_ALWAYS;
787 GLint stencilFail = GL_KEEP;
788 GLint depthFail = GL_KEEP;
789 GLint stencilPass = GL_KEEP;
790 GLint stencilFail_ccw = GL_KEEP;
791 GLint depthFail_ccw = GL_KEEP;
792 GLint stencilPass_ccw = GL_KEEP;
794 /* No stencil test without a stencil buffer. */
795 if (!state->fb->depth_stencil)
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
802 onesided_enable = state->render_states[WINED3DRS_STENCILENABLE];
803 twosided_enable = state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if (!(func = CompareFunc(state->render_states[WINED3DRS_STENCILFUNC])))
806 if (!(func_ccw = CompareFunc(state->render_states[WINED3DRS_CCW_STENCILFUNC])))
807 func_ccw = GL_ALWAYS;
808 ref = state->render_states[WINED3DRS_STENCILREF];
809 mask = state->render_states[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(state->render_states[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(state->render_states[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(state->render_states[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
830 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
831 * which has an effect on the code below too. If we apply the front face
832 * afterwards, we are sure that the active stencil face is set to front,
833 * and other stencil functions which do not use two sided stencil do not have
836 renderstate_stencil_twosided(context, GL_BACK,
837 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
838 renderstate_stencil_twosided(context, GL_FRONT,
839 func, ref, mask, stencilFail, depthFail, stencilPass);
841 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
843 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
844 checkGLcall("glStencilFuncSeparateATI(...)");
845 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
846 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
847 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
848 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
850 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
853 else if(onesided_enable)
855 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
857 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
858 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
861 /* This code disables the ATI extension as well, since the standard stencil functions are equal
862 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
866 glStencilFunc(func, ref, mask);
867 checkGLcall("glStencilFunc(...)");
868 glStencilOp(stencilFail, depthFail, stencilPass);
869 checkGLcall("glStencilOp(...)");
871 glDisable(GL_STENCIL_TEST);
872 checkGLcall("glDisable GL_STENCIL_TEST");
876 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
878 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
879 const struct wined3d_gl_info *gl_info = context->gl_info;
881 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
882 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
884 checkGLcall("glStencilMask");
885 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
886 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
890 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
892 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
895 checkGLcall("glStencilMask");
898 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
901 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
903 if (!state->render_states[WINED3DRS_FOGENABLE])
906 /* Table fog on: Never use fog coords, and use per-fragment fog */
907 if (state->render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
909 glHint(GL_FOG_HINT, GL_NICEST);
910 if(context->fog_coord) {
911 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
912 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
913 context->fog_coord = FALSE;
918 /* Otherwise use per-vertex fog in any case */
919 glHint(GL_FOG_HINT, GL_FASTEST);
921 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
923 /* No fog at all, or transformed vertices: Use fog coord */
924 if(!context->fog_coord) {
925 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
926 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
927 context->fog_coord = TRUE;
930 /* Otherwise, use the fragment depth */
931 if(context->fog_coord) {
932 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
933 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
934 context->fog_coord = FALSE;
939 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
941 float fogstart, fogend;
947 switch(context->fog_source) {
953 case FOGSOURCE_COORD:
959 tmpvalue.d = state->render_states[WINED3DRS_FOGSTART];
960 fogstart = tmpvalue.f;
961 tmpvalue.d = state->render_states[WINED3DRS_FOGEND];
963 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
964 if(fogstart == fogend) {
965 fogstart = -1.0f / 0.0f;
971 /* This should not happen.context->fog_source is set in wined3d, not the app.
972 * Still this is needed to make the compiler happy
974 ERR("Unexpected fog coordinate source\n");
979 glFogf(GL_FOG_START, fogstart);
980 checkGLcall("glFogf(GL_FOG_START, fogstart)");
981 TRACE("Fog Start == %f\n", fogstart);
983 glFogf(GL_FOG_END, fogend);
984 checkGLcall("glFogf(GL_FOG_END, fogend)");
985 TRACE("Fog End == %f\n", fogend);
988 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
990 enum fogsource new_source;
992 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
994 if (!state->render_states[WINED3DRS_FOGENABLE])
996 /* No fog? Disable it, and we're done :-) */
997 glDisableWINE(GL_FOG);
998 checkGLcall("glDisable GL_FOG");
1004 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1005 * It can use the Z value of the vertex, or the alpha component of the specular color.
1006 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1007 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1008 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1010 * FOGTABLEMODE != NONE:
1011 * The Z value is used, with the equation specified, no matter what vertex type.
1013 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1014 * Per vertex fog is calculated using the specified fog equation and the parameters
1016 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1017 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1018 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1021 * Rules for vertex fog with shaders:
1023 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1024 * the fog computation to happen during transformation while openGL expects it to happen
1025 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1026 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1027 * To solve this problem, WineD3D does:
1028 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1030 * and 2) disables the fog computation (in either the fixed function or programmable
1031 * rasterizer) if using a vertex program.
1033 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1034 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1035 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1036 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1037 * There are some GL differences between specular fog coords and vertex shaders though.
1039 * With table fog the vertex shader fog coordinate is ignored.
1041 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1045 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1046 * the system will apply only pixel(=table) fog effects."
1048 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1052 glFogi(GL_FOG_MODE, GL_LINEAR);
1053 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1054 new_source = FOGSOURCE_VS;
1058 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1060 /* If processed vertices are used, fall through to the NONE case */
1061 case WINED3DFOG_EXP:
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_EXP);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1065 new_source = FOGSOURCE_FFP;
1070 case WINED3DFOG_EXP2:
1071 if(!context->last_was_rhw) {
1072 glFogi(GL_FOG_MODE, GL_EXP2);
1073 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1074 new_source = FOGSOURCE_FFP;
1079 case WINED3DFOG_LINEAR:
1080 if(!context->last_was_rhw) {
1081 glFogi(GL_FOG_MODE, GL_LINEAR);
1082 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1083 new_source = FOGSOURCE_FFP;
1088 case WINED3DFOG_NONE:
1089 /* Both are none? According to msdn the alpha channel of the specular
1090 * color contains a fog factor. Set it in drawStridedSlow.
1091 * Same happens with Vertexfog on transformed vertices
1093 new_source = FOGSOURCE_COORD;
1094 glFogi(GL_FOG_MODE, GL_LINEAR);
1095 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1099 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1100 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1101 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1105 new_source = FOGSOURCE_FFP;
1107 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1109 case WINED3DFOG_EXP:
1110 glFogi(GL_FOG_MODE, GL_EXP);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1114 case WINED3DFOG_EXP2:
1115 glFogi(GL_FOG_MODE, GL_EXP2);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1119 case WINED3DFOG_LINEAR:
1120 glFogi(GL_FOG_MODE, GL_LINEAR);
1121 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1124 case WINED3DFOG_NONE: /* Won't happen */
1126 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1127 state->render_states[WINED3DRS_FOGTABLEMODE]);
1131 glEnableWINE(GL_FOG);
1132 checkGLcall("glEnable GL_FOG");
1133 if (new_source != context->fog_source)
1135 context->fog_source = new_source;
1136 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
1140 static void state_rangefog_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1142 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1143 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1146 static void state_rangefog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1148 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1150 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1151 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1153 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1154 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1158 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1162 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_FOGCOLOR], col);
1163 glFogfv(GL_FOG_COLOR, &col[0]);
1164 checkGLcall("glFog GL_FOG_COLOR");
1167 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1174 tmpvalue.d = state->render_states[WINED3DRS_FOGDENSITY];
1175 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1176 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1179 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1181 const struct wined3d_device *device = context->swapchain->device;
1184 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1185 * The vertex declaration will call this function if the fixed function pipeline is used.
1188 if(isStateDirty(context, STATE_VDECL)) {
1192 context->num_untracked_materials = 0;
1193 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1194 && state->render_states[WINED3DRS_COLORVERTEX])
1196 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1197 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1198 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1199 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1200 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1202 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1204 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1205 Parm = GL_AMBIENT_AND_DIFFUSE;
1208 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1210 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1211 context->num_untracked_materials++;
1213 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1215 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1216 context->num_untracked_materials++;
1219 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1222 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1224 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1225 context->num_untracked_materials++;
1227 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1229 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1230 context->num_untracked_materials++;
1233 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1236 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1238 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1239 context->num_untracked_materials++;
1242 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1248 /* Nothing changed, return. */
1249 if (Parm == context->tracking_parm) return;
1252 glDisable(GL_COLOR_MATERIAL);
1253 checkGLcall("glDisable GL_COLOR_MATERIAL");
1255 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1256 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1257 glEnable(GL_COLOR_MATERIAL);
1258 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1261 /* Apparently calls to glMaterialfv are ignored for properties we're
1262 * tracking with glColorMaterial, so apply those here. */
1263 switch (context->tracking_parm) {
1264 case GL_AMBIENT_AND_DIFFUSE:
1265 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1266 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1267 checkGLcall("glMaterialfv");
1271 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1272 checkGLcall("glMaterialfv");
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1277 checkGLcall("glMaterialfv");
1281 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1282 checkGLcall("glMaterialfv");
1286 /* Only change material color if specular is enabled, otherwise it is set to black */
1287 if (state->render_states[WINED3DRS_SPECULARENABLE])
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1290 checkGLcall("glMaterialfv");
1292 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1294 checkGLcall("glMaterialfv");
1299 context->tracking_parm = Parm;
1302 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1306 WINED3DLINEPATTERN lp;
1308 tmppattern.d = state->render_states[WINED3DRS_LINEPATTERN];
1310 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1312 if (tmppattern.lp.wRepeatFactor) {
1313 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1314 checkGLcall("glLineStipple(repeat, linepattern)");
1315 glEnable(GL_LINE_STIPPLE);
1316 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1318 glDisable(GL_LINE_STIPPLE);
1319 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1323 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1325 if (isStateDirty(context, STATE_VDECL))
1328 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1329 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1330 * by zero and is not properly defined in opengl, so avoid it
1332 if (state->render_states[WINED3DRS_NORMALIZENORMALS]
1333 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1335 glEnable(GL_NORMALIZE);
1336 checkGLcall("glEnable(GL_NORMALIZE);");
1340 glDisable(GL_NORMALIZE);
1341 checkGLcall("glDisable(GL_NORMALIZE);");
1345 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1352 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1353 if (tmpvalue.f != 1.0f)
1355 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1357 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1358 if (tmpvalue.f != 64.0f)
1360 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1365 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1367 const struct wined3d_gl_info *gl_info = context->gl_info;
1374 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1375 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1377 /* Max point size trumps min point size */
1382 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1383 checkGLcall("glPointParameterfEXT(...)");
1384 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1385 checkGLcall("glPointParameterfEXT(...)");
1388 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1390 const struct wined3d_gl_info *gl_info = context->gl_info;
1397 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1398 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1400 /* Max point size trumps min point size */
1405 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1406 checkGLcall("glPointParameterfARB(...)");
1407 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1408 checkGLcall("glPointParameterfARB(...)");
1411 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1413 const struct wined3d_gl_info *gl_info = context->gl_info;
1414 /* TODO: Group this with the viewport */
1416 * POINTSCALEENABLE controls how point size value is treated. If set to
1417 * true, the point size is scaled with respect to height of viewport.
1418 * When set to false point size is in pixels.
1421 /* Default values */
1422 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1426 } pointSize, A, B, C;
1428 pointSize.d = state->render_states[WINED3DRS_POINTSIZE];
1429 A.d = state->render_states[WINED3DRS_POINTSCALE_A];
1430 B.d = state->render_states[WINED3DRS_POINTSCALE_B];
1431 C.d = state->render_states[WINED3DRS_POINTSCALE_C];
1433 if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1435 GLfloat scaleFactor;
1436 DWORD h = state->viewport.Height;
1438 if (pointSize.f < gl_info->limits.pointsize_min)
1440 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1441 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1442 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1443 * are less than 1.0f. scale_factor = 1.0f / point_size.
1445 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1446 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1447 * is 1.0, but then accepts points below that and draws too small points
1449 pointSize.f = gl_info->limits.pointsize_min;
1451 else if(pointSize.f > gl_info->limits.pointsize_max)
1453 /* gl already scales the input to glPointSize,
1454 * d3d scales the result after the point size scale.
1455 * If the point size is bigger than the max size, use the
1456 * scaling to scale it bigger, and set the gl point size to max
1458 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1459 TRACE("scale: %f\n", scaleFactor);
1460 pointSize.f = gl_info->limits.pointsize_max;
1464 scaleFactor = powf(h * scaleFactor, 2);
1466 att[0] = A.f / scaleFactor;
1467 att[1] = B.f / scaleFactor;
1468 att[2] = C.f / scaleFactor;
1471 if (gl_info->supported[ARB_POINT_PARAMETERS])
1473 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1474 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1476 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1478 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1479 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1481 else if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1483 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1486 glPointSize(pointSize.f);
1487 checkGLcall("glPointSize(...);");
1490 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1492 WARN("token: %#x.\n", state->render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1495 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1497 DWORD mask0 = state->render_states[WINED3DRS_COLORWRITEENABLE];
1498 DWORD mask1 = state->render_states[WINED3DRS_COLORWRITEENABLE1];
1499 DWORD mask2 = state->render_states[WINED3DRS_COLORWRITEENABLE2];
1500 DWORD mask3 = state->render_states[WINED3DRS_COLORWRITEENABLE3];
1502 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1503 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1504 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1505 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1506 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1507 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1508 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1509 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1510 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1511 checkGLcall("glColorMask(...)");
1513 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1514 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1516 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1517 mask0, mask1, mask2, mask3);
1518 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1522 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1524 GL_EXTCALL(glColorMaskIndexedEXT(index,
1525 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1526 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1527 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1528 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1531 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1533 set_color_mask(context->gl_info, 0, state->render_states[WINED3DRS_COLORWRITEENABLE]);
1536 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1538 set_color_mask(context->gl_info, 1, state->render_states[WINED3DRS_COLORWRITEENABLE1]);
1541 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1543 set_color_mask(context->gl_info, 2, state->render_states[WINED3DRS_COLORWRITEENABLE2]);
1546 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1548 set_color_mask(context->gl_info, 3, state->render_states[WINED3DRS_COLORWRITEENABLE3]);
1551 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1553 if (state->render_states[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(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1565 if (state->render_states[WINED3DRS_LASTPIXEL])
1567 TRACE("Last Pixel Drawing Enabled\n");
1573 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1576 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1581 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1585 /* TODO: NV_POINT_SPRITE */
1586 if (!warned && state->render_states[WINED3DRS_POINTSPRITEENABLE])
1588 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1589 FIXME("Point sprites not supported\n");
1594 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1596 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1598 glEnable(GL_POINT_SPRITE_ARB);
1599 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1601 glDisable(GL_POINT_SPRITE_ARB);
1602 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1606 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1608 if (state->render_states[WINED3DRS_WRAP0]
1609 || state->render_states[WINED3DRS_WRAP1]
1610 || state->render_states[WINED3DRS_WRAP2]
1611 || state->render_states[WINED3DRS_WRAP3]
1612 || state->render_states[WINED3DRS_WRAP4]
1613 || state->render_states[WINED3DRS_WRAP5]
1614 || state->render_states[WINED3DRS_WRAP6]
1615 || state->render_states[WINED3DRS_WRAP7]
1616 || state->render_states[WINED3DRS_WRAP8]
1617 || state->render_states[WINED3DRS_WRAP9]
1618 || state->render_states[WINED3DRS_WRAP10]
1619 || state->render_states[WINED3DRS_WRAP11]
1620 || state->render_states[WINED3DRS_WRAP12]
1621 || state->render_states[WINED3DRS_WRAP13]
1622 || state->render_states[WINED3DRS_WRAP14]
1623 || state->render_states[WINED3DRS_WRAP15])
1624 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1627 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1629 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1630 WARN("Multisample antialiasing not supported by GL.\n");
1633 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1635 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1637 glEnable(GL_MULTISAMPLE_ARB);
1638 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1640 glDisable(GL_MULTISAMPLE_ARB);
1641 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1645 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1647 if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
1649 glEnable(GL_SCISSOR_TEST);
1650 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1652 glDisable(GL_SCISSOR_TEST);
1653 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1657 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1658 * OpenGL the bias is specified in units of "the smallest value that is
1659 * guaranteed to produce a resolvable offset for a given implementation". To
1660 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1661 * There's no practical way to retrieve that value from a given GL
1662 * implementation, but the D3D application has essentially the same problem,
1663 * which makes a guess of the depth buffer format's highest possible value a
1664 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1665 * depth slope, and doesn't need to be scaled. */
1666 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1668 if (state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1669 || state->render_states[WINED3DRS_DEPTHBIAS])
1671 const struct wined3d_surface *depth = state->fb->depth_stencil;
1678 } scale_bias, const_bias;
1680 scale_bias.d = state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1681 const_bias.d = state->render_states[WINED3DRS_DEPTHBIAS];
1683 glEnable(GL_POLYGON_OFFSET_FILL);
1684 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1686 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1688 float bias = -(float)const_bias.d;
1689 glPolygonOffset(bias, bias);
1690 checkGLcall("glPolygonOffset");
1696 const struct wined3d_format *fmt = depth->resource.format;
1697 scale = powf(2, fmt->depth_size) - 1;
1698 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1699 debug_d3dformat(fmt->id), scale);
1703 /* The context manager will reapply this state on a depth stencil change */
1704 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1708 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1709 checkGLcall("glPolygonOffset(...)");
1714 glDisable(GL_POLYGON_OFFSET_FILL);
1715 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1719 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1721 if (state->render_states[WINED3DRS_ZVISIBLE])
1722 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1725 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1727 if (state->render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1729 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1730 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1732 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1733 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1737 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1739 if (state->render_states[WINED3DRS_STIPPLEDALPHA])
1740 FIXME("Stippled Alpha not supported yet.\n");
1743 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1745 if (state->render_states[WINED3DRS_ANTIALIAS])
1746 FIXME("Antialias not supported yet.\n");
1749 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1751 if (state->render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1752 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1753 state->render_states[WINED3DRS_MULTISAMPLEMASK]);
1756 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1758 if (state->render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1759 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1760 state->render_states[WINED3DRS_PATCHEDGESTYLE]);
1763 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1771 if (state->render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1773 static BOOL displayed = FALSE;
1775 tmpvalue.d = state->render_states[WINED3DRS_PATCHSEGMENTS];
1777 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1783 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1785 if (state->render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1786 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1787 state->render_states[WINED3DRS_POSITIONDEGREE]);
1790 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1792 if (state->render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1793 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1794 state->render_states[WINED3DRS_NORMALDEGREE]);
1797 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1799 if (state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1800 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1801 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1804 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1811 const struct wined3d_gl_info *gl_info = context->gl_info;
1813 if (state->render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1815 zmin.d = state->render_states[WINED3DRS_ADAPTIVETESS_Z];
1816 zmax.d = state->render_states[WINED3DRS_ADAPTIVETESS_W];
1818 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1819 * In d3d9 test is not performed in this case*/
1820 if (zmin.f <= zmax.f)
1822 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1823 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1824 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1825 checkGLcall("glDepthBoundsEXT(...)");
1828 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1829 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1833 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1834 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1837 state_tessellation(context, state, STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION));
1840 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1842 if (state->render_states[WINED3DRS_WRAPU])
1843 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1846 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1848 if (state->render_states[WINED3DRS_WRAPV])
1849 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1852 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1854 if (state->render_states[WINED3DRS_MONOENABLE])
1855 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1858 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1860 if (state->render_states[WINED3DRS_ROP2])
1861 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1864 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1866 if (state->render_states[WINED3DRS_PLANEMASK])
1867 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1870 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1872 if (state->render_states[WINED3DRS_SUBPIXEL])
1873 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1876 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1878 if (state->render_states[WINED3DRS_SUBPIXELX])
1879 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1882 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1884 if (state->render_states[WINED3DRS_STIPPLEENABLE])
1885 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1888 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1890 if (state->render_states[WINED3DRS_MIPMAPLODBIAS])
1891 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1894 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1896 if (state->render_states[WINED3DRS_ANISOTROPY])
1897 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1900 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1902 if (state->render_states[WINED3DRS_FLUSHBATCH])
1903 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1906 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1908 if (state->render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1909 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1912 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1914 if (state->render_states[WINED3DRS_EXTENTS])
1915 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1918 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1920 if (state->render_states[WINED3DRS_COLORKEYBLENDENABLE])
1921 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1924 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1926 if (state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1927 FIXME("Software vertex processing not implemented.\n");
1930 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1931 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1932 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1933 * flag specifies the complement of the input should be used. */
1934 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1935 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1937 /* Calculate the operand */
1939 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1940 else *operand = GL_ONE_MINUS_SRC_COLOR;
1942 if (from_alpha) *operand = GL_SRC_ALPHA;
1943 else *operand = GL_SRC_COLOR;
1946 /* Calculate the source */
1947 switch (arg & WINED3DTA_SELECTMASK) {
1948 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1949 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1950 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1951 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1952 case WINED3DTA_SPECULAR:
1954 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1955 * 'Secondary color' and isn't supported until base GL supports it
1956 * There is no concept of temp registers as far as I can tell
1958 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1959 *source = GL_TEXTURE;
1962 FIXME("Unrecognized texture arg %#x\n", arg);
1963 *source = GL_TEXTURE;
1968 /* Setup the texture operations texture stage states */
1969 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1970 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1972 GLenum src1, src2, src3;
1973 GLenum opr1, opr2, opr3;
1975 GLenum src0_target, src1_target, src2_target;
1976 GLenum opr0_target, opr1_target, opr2_target;
1978 GLenum opr=0, invopr, src3_target, opr3_target;
1979 BOOL Handled = FALSE;
1981 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1983 /* This is called by a state handler which has the gl lock held and a context for the thread */
1985 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1986 the form (a1 <operation> a2). However, some of the more complex operations
1987 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1988 in a third parameter called a0. Therefore these are operations of the form
1989 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1991 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1992 functions below, expect their syntax to differ slightly to those listed in the
1993 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1994 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1998 comb_target = GL_COMBINE_ALPHA;
1999 src0_target = GL_SOURCE0_ALPHA;
2000 src1_target = GL_SOURCE1_ALPHA;
2001 src2_target = GL_SOURCE2_ALPHA;
2002 opr0_target = GL_OPERAND0_ALPHA;
2003 opr1_target = GL_OPERAND1_ALPHA;
2004 opr2_target = GL_OPERAND2_ALPHA;
2005 scal_target = GL_ALPHA_SCALE;
2009 comb_target = GL_COMBINE_RGB;
2010 src0_target = GL_SOURCE0_RGB;
2011 src1_target = GL_SOURCE1_RGB;
2012 src2_target = GL_SOURCE2_RGB;
2013 opr0_target = GL_OPERAND0_RGB;
2014 opr1_target = GL_OPERAND1_RGB;
2015 opr2_target = GL_OPERAND2_RGB;
2016 scal_target = GL_RGB_SCALE;
2019 /* If a texture stage references an invalid texture unit the stage just
2020 * passes through the result from the previous stage */
2021 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2023 arg1 = WINED3DTA_CURRENT;
2024 op = WINED3DTOP_SELECTARG1;
2027 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2029 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2031 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2033 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2034 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2036 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2038 Handled = TRUE; /* Assume will be handled */
2040 /* Other texture operations require special extensions: */
2041 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2045 invopr = GL_ONE_MINUS_SRC_ALPHA;
2046 src3_target = GL_SOURCE3_ALPHA_NV;
2047 opr3_target = GL_OPERAND3_ALPHA_NV;
2050 invopr = GL_ONE_MINUS_SRC_COLOR;
2051 src3_target = GL_SOURCE3_RGB_NV;
2052 opr3_target = GL_OPERAND3_RGB_NV;
2055 case WINED3DTOP_DISABLE: /* Only for alpha */
2056 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2057 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2058 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2059 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2060 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2061 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2062 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2063 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2064 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2065 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2066 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2067 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2068 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2069 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2070 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2071 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2073 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2075 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2076 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2077 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2078 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2079 if (op == WINED3DTOP_SELECTARG1) {
2080 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2081 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2082 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2083 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2085 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2086 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2087 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2088 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2090 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2091 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2092 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2093 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2094 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2095 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2096 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2097 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2098 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2099 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2100 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2101 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2104 case WINED3DTOP_MODULATE:
2105 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2106 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2107 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2108 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2109 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2110 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2111 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2112 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2113 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2114 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2115 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2116 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2117 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2118 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2119 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2120 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2121 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2122 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2123 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2124 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2126 case WINED3DTOP_MODULATE2X:
2127 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2128 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2129 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2130 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2131 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2132 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2133 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2134 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2135 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2136 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2137 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2138 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2139 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2140 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2141 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2142 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2143 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2144 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2145 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2146 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2148 case WINED3DTOP_MODULATE4X:
2149 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2150 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2151 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2152 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2153 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2154 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2155 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2156 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2157 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2158 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2159 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2160 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2161 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2162 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2163 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2164 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2165 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2166 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2167 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2168 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2171 case WINED3DTOP_ADD:
2172 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2173 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2174 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2175 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2176 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2177 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2178 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2179 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2180 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2181 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2182 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2183 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2184 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2185 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2186 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2187 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2188 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2189 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2190 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2191 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2194 case WINED3DTOP_ADDSIGNED:
2195 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2196 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2197 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2198 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2199 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2200 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2201 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2202 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2203 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2204 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2205 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2206 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2207 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2208 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2209 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2210 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2211 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2212 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2213 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2214 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2217 case WINED3DTOP_ADDSIGNED2X:
2218 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2219 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2220 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2221 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2222 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2223 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2224 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2225 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2226 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2227 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2228 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2229 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2230 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2231 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2232 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2233 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2234 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2235 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2236 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2237 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2240 case WINED3DTOP_ADDSMOOTH:
2241 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2242 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2243 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2244 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2245 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2246 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2247 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2248 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2249 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2250 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2251 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2252 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2253 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2254 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2255 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2256 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2258 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2259 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2260 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2261 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2263 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2264 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2265 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2266 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2269 case WINED3DTOP_BLENDDIFFUSEALPHA:
2270 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2271 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2272 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2273 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2274 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2275 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2276 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2277 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2278 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2279 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2280 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2281 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2282 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2283 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2284 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2285 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2286 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2287 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2288 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2289 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2291 case WINED3DTOP_BLENDTEXTUREALPHA:
2292 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2293 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2294 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2295 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2296 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2297 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2298 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2299 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2300 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2301 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2302 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2303 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2304 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2305 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2306 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2307 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2308 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2309 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2310 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2311 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2313 case WINED3DTOP_BLENDFACTORALPHA:
2314 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2315 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2316 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2317 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2318 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2319 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2320 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2321 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2322 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2323 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2324 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2325 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2326 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2327 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2328 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2329 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2330 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2331 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2332 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2333 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2335 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2336 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2337 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2338 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2339 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2340 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2341 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2342 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2343 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2344 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2345 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2346 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2347 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2348 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2349 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2350 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2351 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2352 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2354 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2357 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2358 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2360 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2362 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2363 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2364 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2365 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2366 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2367 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2368 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2369 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2370 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2371 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2372 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2373 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2375 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2376 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2378 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2379 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2380 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2381 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2383 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2384 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2385 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2386 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2388 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2389 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2390 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2391 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2392 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2393 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2394 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2395 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2397 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2398 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2400 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2401 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2402 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2403 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2404 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2405 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2406 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2407 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2409 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2410 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2411 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2412 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2413 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2414 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2415 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2416 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2417 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2418 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2419 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2420 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2421 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2422 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2423 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2424 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2425 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2427 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2428 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2429 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2430 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2432 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2433 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2434 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2435 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2437 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2438 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2439 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2440 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2441 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2443 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2444 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2445 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2446 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2448 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2450 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2452 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2454 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2455 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2457 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2458 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2460 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2461 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2462 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2463 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2464 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2465 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2466 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2467 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2469 case WINED3DTOP_MULTIPLYADD:
2470 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2471 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2472 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2473 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2474 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2475 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2476 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2477 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2478 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2479 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2480 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2481 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2482 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2483 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2484 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2485 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2486 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2487 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2488 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2489 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2492 case WINED3DTOP_BUMPENVMAP:
2496 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2497 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2503 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2504 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2508 } /* GL_NV_texture_env_combine4 */
2510 Handled = TRUE; /* Again, assume handled */
2512 case WINED3DTOP_DISABLE: /* Only for alpha */
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, GL_PREVIOUS_EXT);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2517 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2519 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 case WINED3DTOP_SELECTARG1:
2523 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
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, scal_target, 1);
2530 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2532 case WINED3DTOP_SELECTARG2:
2533 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2534 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2535 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2536 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2537 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2538 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2539 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2540 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2542 case WINED3DTOP_MODULATE:
2543 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2545 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2547 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2548 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2549 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2550 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2551 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2552 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2553 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2554 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2556 case WINED3DTOP_MODULATE2X:
2557 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2558 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2559 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2561 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2562 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2563 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2564 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2565 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2566 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2567 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2568 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2570 case WINED3DTOP_MODULATE4X:
2571 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2572 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2573 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2574 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2575 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2576 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2577 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2578 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2579 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2580 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2581 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2584 case WINED3DTOP_ADD:
2585 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2587 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2598 case WINED3DTOP_ADDSIGNED:
2599 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2600 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2601 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2602 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2603 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2605 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2607 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2609 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2612 case WINED3DTOP_ADDSIGNED2X:
2613 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2615 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2621 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2623 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2626 case WINED3DTOP_SUBTRACT:
2627 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2629 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2630 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2631 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2632 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2633 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2634 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2635 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2636 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2637 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2638 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2639 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2642 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2646 case WINED3DTOP_BLENDDIFFUSEALPHA:
2647 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2649 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2658 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2659 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2660 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2661 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2662 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2664 case WINED3DTOP_BLENDTEXTUREALPHA:
2665 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2666 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2667 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2668 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2669 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2670 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2671 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2672 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2673 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2674 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2675 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2676 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2677 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2678 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2679 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2680 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2682 case WINED3DTOP_BLENDFACTORALPHA:
2683 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2684 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2685 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2686 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2687 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2688 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2689 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2690 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2691 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2692 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2693 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2694 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2695 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2696 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2697 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2698 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 case WINED3DTOP_BLENDCURRENTALPHA:
2701 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2702 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2703 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2704 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2705 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2706 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2707 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2708 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2709 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2710 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2711 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2712 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2713 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2714 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2715 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2716 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2718 case WINED3DTOP_DOTPRODUCT3:
2719 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2721 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2724 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2726 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2727 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2729 FIXME("This version of opengl does not support GL_DOT3\n");
2731 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2734 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2735 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2736 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2737 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2738 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2739 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 case WINED3DTOP_LERP:
2743 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2745 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2754 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2755 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2756 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2757 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 case WINED3DTOP_ADDSMOOTH:
2761 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2763 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2764 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2765 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2766 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2768 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2769 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2770 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2771 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2773 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2774 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2775 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2776 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2777 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2778 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2779 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2780 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2781 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2782 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2783 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2784 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2788 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2789 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2791 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2792 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2793 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2794 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2795 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2796 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2797 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2798 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2799 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2800 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2801 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2802 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2803 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2804 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2805 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2806 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2810 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2811 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2813 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2814 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2815 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2816 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2818 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2819 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2820 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2821 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2823 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2824 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2825 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2826 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2827 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2828 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2829 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2830 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2831 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2832 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2833 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2834 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2838 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2839 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2841 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2842 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2843 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2844 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2845 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2846 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2847 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2848 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2850 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2851 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2852 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2853 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2855 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2856 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2857 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2858 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2859 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2860 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2861 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2862 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2866 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2867 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2869 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2870 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2871 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2872 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2874 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2875 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2876 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2877 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2879 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2880 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2881 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2882 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2883 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2884 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2885 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2886 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2887 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2888 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2889 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2890 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2894 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2895 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2897 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2898 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2899 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2900 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2902 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2903 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2904 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2905 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2907 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2908 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2909 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2910 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2912 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2913 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2914 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2915 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2917 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2918 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2919 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2920 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2921 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2922 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2923 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2924 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2928 case WINED3DTOP_MULTIPLYADD:
2929 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2931 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2932 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2933 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2934 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2935 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2936 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2937 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2938 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2939 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2940 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2941 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2942 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2943 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2944 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2945 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2946 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2950 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2951 case WINED3DTOP_BUMPENVMAP:
2952 if (gl_info->supported[NV_TEXTURE_SHADER2])
2954 /* Technically texture shader support without register combiners is possible, but not expected to occur
2955 * on real world cards, so for now a fixme should be enough
2957 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2964 BOOL combineOK = TRUE;
2965 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2970 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2972 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2974 /* Note: If COMBINE4 in effect can't go back to combine! */
2976 case WINED3DTOP_ADDSMOOTH:
2977 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2978 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2979 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2980 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2981 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2982 case WINED3DTOP_MULTIPLYADD:
2983 /* Ignore those implemented in both cases */
2985 case WINED3DTOP_SELECTARG1:
2986 case WINED3DTOP_SELECTARG2:
2991 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2999 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3000 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3006 /* After all the extensions, if still unhandled, report fixme */
3007 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3011 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3013 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3014 const struct wined3d_device *device = context->swapchain->device;
3015 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3016 DWORD mapped_stage = device->texUnitMap[stage];
3017 const struct wined3d_gl_info *gl_info = context->gl_info;
3019 TRACE("Setting color op for stage %d\n", stage);
3021 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3022 if (use_ps(state)) return;
3024 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3026 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3028 if (tex_used && mapped_stage >= gl_info->limits.textures)
3030 FIXME("Attempt to enable unsupported stage!\n");
3033 context_active_texture(context, gl_info, mapped_stage);
3036 if (stage >= state->lowest_disabled_stage)
3038 TRACE("Stage disabled\n");
3039 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3041 /* Disable everything here */
3042 glDisable(GL_TEXTURE_2D);
3043 checkGLcall("glDisable(GL_TEXTURE_2D)");
3044 glDisable(GL_TEXTURE_3D);
3045 checkGLcall("glDisable(GL_TEXTURE_3D)");
3046 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3048 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3049 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3051 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3053 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3054 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3061 /* The sampler will also activate the correct texture dimensions, so no
3062 * need to do it here if the sampler for this stage is dirty. */
3063 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3064 texture_activate_dimensions(state->textures[stage], gl_info);
3066 set_tex_op(gl_info, state, FALSE, stage,
3067 state->texture_states[stage][WINED3DTSS_COLOROP],
3068 state->texture_states[stage][WINED3DTSS_COLORARG1],
3069 state->texture_states[stage][WINED3DTSS_COLORARG2],
3070 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3073 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3075 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3076 const struct wined3d_device *device = context->swapchain->device;
3077 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3078 DWORD mapped_stage = device->texUnitMap[stage];
3079 const struct wined3d_gl_info *gl_info = context->gl_info;
3080 DWORD op, arg1, arg2, arg0;
3082 TRACE("Setting alpha op for stage %d\n", stage);
3083 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3084 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3086 if (tex_used && mapped_stage >= gl_info->limits.textures)
3088 FIXME("Attempt to enable unsupported stage!\n");
3091 context_active_texture(context, gl_info, mapped_stage);
3094 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3095 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3096 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3097 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3099 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3101 struct wined3d_texture *texture = state->textures[0];
3102 GLenum texture_dimensions = texture->target;
3104 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3106 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3108 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3110 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3111 * properly. On the other hand applications can still use texture combiners apparently. This code
3112 * takes care that apps cannot remove the texture's alpha channel entirely.
3114 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3115 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3116 * and alpha component of diffuse color to draw things like translucent text and perform other
3119 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3120 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3121 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3122 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3123 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3124 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3125 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3126 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3127 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3130 * What to do with multitexturing? So far no app has been found that uses color keying with
3132 if (op == WINED3DTOP_DISABLE)
3134 arg1 = WINED3DTA_TEXTURE;
3135 op = WINED3DTOP_SELECTARG1;
3137 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3139 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3141 arg2 = WINED3DTA_TEXTURE;
3142 op = WINED3DTOP_MODULATE;
3144 else arg1 = WINED3DTA_TEXTURE;
3146 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3148 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3150 arg1 = WINED3DTA_TEXTURE;
3151 op = WINED3DTOP_MODULATE;
3153 else arg2 = WINED3DTA_TEXTURE;
3159 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3160 * this if block here, and the other code(color keying, texture unit selection) are the same
3162 TRACE("Setting alpha op for stage %d\n", stage);
3163 if (gl_info->supported[NV_REGISTER_COMBINERS])
3165 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3166 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3170 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3174 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3176 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3177 const struct wined3d_device *device = context->swapchain->device;
3178 const struct wined3d_gl_info *gl_info = context->gl_info;
3179 DWORD mapped_stage = device->texUnitMap[texUnit];
3183 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3184 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3186 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3190 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3191 if (mapped_stage >= gl_info->limits.textures) return;
3193 context_active_texture(context, gl_info, mapped_stage);
3194 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3195 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3197 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3198 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3199 generated, context->last_was_rhw,
3200 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3201 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3202 : WINED3DFMT_UNKNOWN,
3203 device->frag_pipe->ffp_proj_control);
3205 /* The sampler applying function calls us if this changes */
3206 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3209 FIXME("Non-power2 texture being used with generated texture coords\n");
3211 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3212 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3215 TRACE("Non power two matrix multiply fixup\n");
3216 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3221 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3223 unsigned int texture_idx;
3225 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3227 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3228 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3232 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3233 GLuint *curVBO, const struct wined3d_state *state)
3235 const struct wined3d_device *device = context->swapchain->device;
3236 const struct wined3d_gl_info *gl_info = context->gl_info;
3237 unsigned int mapped_stage = 0;
3238 unsigned int textureNo = 0;
3240 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3242 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3244 mapped_stage = device->texUnitMap[textureNo];
3245 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3247 if (mapped_stage >= gl_info->limits.texture_coords)
3249 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3253 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3255 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3257 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3258 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3260 if (*curVBO != e->data.buffer_object)
3262 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3263 checkGLcall("glBindBufferARB");
3264 *curVBO = e->data.buffer_object;
3267 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3268 checkGLcall("glClientActiveTextureARB");
3270 /* The coords to supply depend completely on the fvf / vertex shader */
3271 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3272 e->data.addr + state->load_base_vertex_index * e->stride);
3273 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3277 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3280 if (gl_info->supported[NV_REGISTER_COMBINERS])
3282 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3283 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3285 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3289 checkGLcall("loadTexCoords");
3292 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3294 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3295 const struct wined3d_device *device = context->swapchain->device;
3296 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3297 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3298 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3299 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3300 const struct wined3d_gl_info *gl_info = context->gl_info;
3301 DWORD mapped_stage = device->texUnitMap[stage];
3303 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3305 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3309 if (mapped_stage >= gl_info->limits.fragment_samplers)
3311 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3314 context_active_texture(context, gl_info, mapped_stage);
3316 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3318 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3319 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3320 * means use the vertex position (camera-space) as the input texture coordinates
3321 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3322 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3323 * to the TEXCOORDINDEX value
3325 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3327 case WINED3DTSS_TCI_PASSTHRU:
3328 /* Use the specified texture coordinates contained within the
3329 * vertex format. This value resolves to zero. */
3330 glDisable(GL_TEXTURE_GEN_S);
3331 glDisable(GL_TEXTURE_GEN_T);
3332 glDisable(GL_TEXTURE_GEN_R);
3333 glDisable(GL_TEXTURE_GEN_Q);
3334 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3337 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3338 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3339 * as the input texture coordinates for this stage's texture transformation. This
3340 * equates roughly to EYE_LINEAR */
3342 glMatrixMode(GL_MODELVIEW);
3345 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3346 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3347 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3348 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3350 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3352 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3353 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3354 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3355 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3357 glEnable(GL_TEXTURE_GEN_S);
3358 glEnable(GL_TEXTURE_GEN_T);
3359 glEnable(GL_TEXTURE_GEN_R);
3360 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3364 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3365 /* Note that NV_TEXGEN_REFLECTION support is implied when
3366 * ARB_TEXTURE_CUBE_MAP is supported */
3367 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3369 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3373 glMatrixMode(GL_MODELVIEW);
3376 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3377 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3378 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3379 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3383 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3384 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3385 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3388 glEnable(GL_TEXTURE_GEN_S);
3389 glEnable(GL_TEXTURE_GEN_T);
3390 glEnable(GL_TEXTURE_GEN_R);
3391 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3395 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3396 /* Note that NV_TEXGEN_REFLECTION support is implied when
3397 * ARB_TEXTURE_CUBE_MAP is supported */
3398 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3400 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3404 glMatrixMode(GL_MODELVIEW);
3407 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3408 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3409 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3410 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3414 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3415 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3416 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3417 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3419 glEnable(GL_TEXTURE_GEN_S);
3420 glEnable(GL_TEXTURE_GEN_T);
3421 glEnable(GL_TEXTURE_GEN_R);
3422 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3426 case WINED3DTSS_TCI_SPHEREMAP:
3427 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3428 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3429 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3431 glEnable(GL_TEXTURE_GEN_S);
3432 glEnable(GL_TEXTURE_GEN_T);
3433 glDisable(GL_TEXTURE_GEN_R);
3434 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3439 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3440 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3441 glDisable(GL_TEXTURE_GEN_S);
3442 glDisable(GL_TEXTURE_GEN_T);
3443 glDisable(GL_TEXTURE_GEN_R);
3444 glDisable(GL_TEXTURE_GEN_Q);
3445 checkGLcall("Disable texgen.");
3450 /* Update the texture matrix. */
3451 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3452 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3454 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3455 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3456 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3457 * and do all the things linked to it
3458 * TODO: Tidy that up to reload only the arrays of the changed unit
3460 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3462 unload_tex_coords(gl_info);
3463 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3467 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3469 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3470 const struct wined3d_shader *ps = state->pixel_shader;
3472 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3474 /* The pixel shader has to know the luminance scale. Do a constants
3475 * update if it isn't scheduled anyway. */
3476 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3477 && !isStateDirty(context, STATE_PIXELSHADER))
3478 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3482 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3484 const DWORD sampler = state_id - STATE_SAMPLER(0);
3485 const struct wined3d_texture *texture = state->textures[sampler];
3487 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3489 if(!texture) return;
3490 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3491 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3492 * scaling is reapplied or removed, the texture matrix has to be reapplied
3494 * The mapped stage is already active because the sampler() function below, which is part of the
3497 if (sampler < MAX_TEXTURES)
3499 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3501 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3503 const struct wined3d_device *device = context->swapchain->device;
3506 context->lastWasPow2Texture |= 1 << sampler;
3508 context->lastWasPow2Texture &= ~(1 << sampler);
3510 transform_texture(context, state,
3511 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3516 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3518 const struct wined3d_device *device = context->swapchain->device;
3519 DWORD sampler = state_id - STATE_SAMPLER(0);
3520 DWORD mapped_stage = device->texUnitMap[sampler];
3521 const struct wined3d_gl_info *gl_info = context->gl_info;
3527 TRACE("Sampler: %d\n", sampler);
3528 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3529 * only has to bind textures and set the per texture states
3532 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3534 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3538 if (mapped_stage >= gl_info->limits.combined_samplers)
3542 context_active_texture(context, gl_info, mapped_stage);
3544 if (state->textures[sampler])
3546 struct wined3d_texture *texture = state->textures[sampler];
3547 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3549 texture->texture_ops->texture_bind(texture, context, srgb);
3550 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3552 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3554 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3555 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3556 GL_TEXTURE_LOD_BIAS_EXT,
3558 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3561 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3563 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3565 /* If color keying is enabled update the alpha test, it
3566 * depends on the existence of a color key in stage 0. */
3567 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3571 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3572 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3573 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3577 if (sampler < state->lowest_disabled_stage)
3579 /* TODO: What should I do with pixel shaders here ??? */
3580 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3582 /* If color keying is enabled update the alpha test, it
3583 * depends on the existence of a color key in stage 0. */
3584 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3586 } /* Otherwise tex_colorop disables the stage */
3587 context_bind_texture(context, GL_NONE, 0);
3591 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3593 const struct wined3d_device *device = context->swapchain->device;
3594 BOOL use_vshader = use_vs(state);
3595 BOOL use_pshader = use_ps(state);
3600 if (!context->last_was_pshader)
3602 /* Former draw without a pixel shader, some samplers may be
3603 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3604 * make sure to enable them. */
3605 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3607 if (!isStateDirty(context, STATE_SAMPLER(i)))
3608 sampler(context, state, STATE_SAMPLER(i));
3610 context->last_was_pshader = TRUE;
3614 /* Otherwise all samplers were activated by the code above in
3615 * earlier draws, or by sampler() if a different texture was
3616 * bound. I don't have to do anything. */
3621 /* Disabled the pixel shader - color ops weren't applied while it was
3622 * enabled, so re-apply them. */
3623 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3625 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3626 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3628 context->last_was_pshader = FALSE;
3631 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3633 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3635 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3636 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3640 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3642 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3643 const struct wined3d_shader *ps = state->pixel_shader;
3645 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3647 /* The pixel shader has to know the bump env matrix. Do a constants
3648 * update if it isn't scheduled anyway. */
3649 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3650 && !isStateDirty(context, STATE_PIXELSHADER))
3651 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3655 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3657 /* This function is called by transform_view below if the view matrix was changed too
3659 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3660 * does not always update the world matrix, only on a switch between transformed
3661 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3662 * draw, but that should be rather rare and cheaper in total.
3664 glMatrixMode(GL_MODELVIEW);
3665 checkGLcall("glMatrixMode");
3667 if(context->last_was_rhw) {
3669 checkGLcall("glLoadIdentity()");
3673 /* In the general case, the view matrix is the identity matrix */
3674 if (context->swapchain->device->view_ident)
3676 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3677 checkGLcall("glLoadMatrixf");
3681 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3682 checkGLcall("glLoadMatrixf");
3683 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3684 checkGLcall("glMultMatrixf");
3689 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3691 UINT index = state_id - STATE_CLIPPLANE(0);
3693 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3698 glMatrixMode(GL_MODELVIEW);
3701 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3703 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3705 /* with vertex shaders, clip planes are not transformed in direct3d,
3706 * in OpenGL they are still transformed by the model view.
3710 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3711 state->clip_planes[index][0],
3712 state->clip_planes[index][1],
3713 state->clip_planes[index][2],
3714 state->clip_planes[index][3]);
3715 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3716 checkGLcall("glClipPlane");
3721 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3723 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3725 TRACE("Setting world matrix %d\n", matrix);
3727 if (matrix >= context->gl_info->limits.blends)
3729 WARN("Unsupported blend matrix set\n");
3731 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3735 /* GL_MODELVIEW0_ARB: 0x1700
3736 * GL_MODELVIEW1_ARB: 0x850a
3737 * GL_MODELVIEW2_ARB: 0x8722
3738 * GL_MODELVIEW3_ARB: 0x8723
3740 * GL_MODELVIEW31_ARB: 0x873F
3742 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3743 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3745 glMatrixMode(glMat);
3746 checkGLcall("glMatrixMode(glMat)");
3748 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3749 * matrices while gl uses only 2. To avoid weighting the view matrix
3750 * incorrectly it has to be multiplied into every GL modelview matrix. */
3751 if (context->swapchain->device->view_ident)
3753 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3754 checkGLcall("glLoadMatrixf");
3758 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3759 checkGLcall("glLoadMatrixf");
3760 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3761 checkGLcall("glMultMatrixf");
3765 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3767 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3768 static unsigned int once;
3770 if (f == WINED3DVBF_DISABLE) return;
3772 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3773 else WARN("Vertex blend flags %#x not supported.\n", f);
3776 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3778 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3779 struct wined3d_device *device = context->swapchain->device;
3780 const struct wined3d_gl_info *gl_info = context->gl_info;
3781 static unsigned int once;
3784 case WINED3DVBF_1WEIGHTS:
3785 case WINED3DVBF_2WEIGHTS:
3786 case WINED3DVBF_3WEIGHTS:
3787 glEnable(GL_VERTEX_BLEND_ARB);
3788 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3790 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3791 * This is enabled at context creation with enabling
3792 * GL_WEIGHT_SUM_UNITY_ARB. */
3793 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3795 if (!device->vertexBlendUsed)
3798 for (i = 1; i < gl_info->limits.blends; ++i)
3800 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3801 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3803 device->vertexBlendUsed = TRUE;
3807 case WINED3DVBF_TWEENING:
3808 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3809 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3810 else WARN("Vertex blend flags %#x not supported.\n", val);
3812 case WINED3DVBF_DISABLE:
3813 glDisable(GL_VERTEX_BLEND_ARB);
3814 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3819 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3821 const struct wined3d_gl_info *gl_info = context->gl_info;
3822 const struct wined3d_light_info *light = NULL;
3825 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3826 * NOTE: We have to reset the positions even if the light/plane is not currently
3827 * enabled, since the call to enable it will not reset the position.
3828 * NOTE2: Apparently texture transforms do NOT need reapplying
3831 glMatrixMode(GL_MODELVIEW);
3832 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3833 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3834 checkGLcall("glLoadMatrixf(...)");
3836 /* Reset lights. TODO: Call light apply func */
3837 for (k = 0; k < gl_info->limits.lights; ++k)
3839 if (!(light = state->lights[k]))
3841 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3842 checkGLcall("glLightfv posn");
3843 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3844 checkGLcall("glLightfv dirn");
3847 /* Reset Clipping Planes */
3848 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3850 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3851 clipplane(context, state, STATE_CLIPPLANE(k));
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. */
3863 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3864 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3866 /* Avoid looping over a number of matrices if the app never used the functionality */
3867 if (context->swapchain->device->vertexBlendUsed)
3869 for (k = 1; k < gl_info->limits.blends; ++k)
3871 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3872 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3877 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3879 glMatrixMode(GL_PROJECTION);
3880 checkGLcall("glMatrixMode(GL_PROJECTION)");
3882 checkGLcall("glLoadIdentity");
3884 if (context->last_was_rhw)
3886 double x = state->viewport.X;
3887 double y = state->viewport.Y;
3888 double w = state->viewport.Width;
3889 double h = state->viewport.Height;
3891 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3892 if (context->render_offscreen)
3893 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3895 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3896 checkGLcall("glOrtho");
3898 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3899 * render everything upside down when rendering offscreen. */
3900 if (context->render_offscreen)
3902 glScalef(1.0f, -1.0f, 1.0f);
3903 checkGLcall("glScalef");
3906 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3907 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3908 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3912 /* The rule is that the window coordinate 0 does not correspond to the
3913 beginning of the first pixel, but the center of the first pixel.
3914 As a consequence if you want to correctly draw one line exactly from
3915 the left to the right end of the viewport (with all matrices set to
3916 be identity), the x coords of both ends of the line would be not
3917 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3920 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3921 divide by the Width/Height, so we need the half range(1.0) to translate by
3924 The other fun is that d3d's output z range after the transformation is [0;1],
3925 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3926 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3927 of Z buffer precision and the clear values do not match in the z test. Thus scale
3928 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3932 * Careful with the order of operations here, we're essentially working backwards:
3934 * y = (y - 1/h) * flip;
3938 * glTranslatef(0.0, 0.0, -1.0);
3939 * glScalef(1.0, 1.0, 2.0);
3941 * glScalef(1.0, flip, 1.0);
3942 * glTranslatef(1/w, -1/h, 0.0);
3944 * This is equivalent to:
3945 * glTranslatef(1/w, -flip/h, -1.0)
3946 * glScalef(1.0, flip, 2.0);
3949 /* Translate by slightly less than a half pixel to force a top-left
3950 * filling convention. We want the difference to be large enough that
3951 * it doesn't get lost due to rounding inside the driver, but small
3952 * enough to prevent it from interfering with any anti-aliasing. */
3953 GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
3954 GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
3956 if (context->render_offscreen)
3958 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3959 * render everything upside down when rendering offscreen. */
3960 glTranslatef(xoffset, -yoffset, -1.0f);
3961 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3962 glScalef(1.0f, -1.0f, 2.0f);
3964 glTranslatef(xoffset, yoffset, -1.0f);
3965 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3966 glScalef(1.0f, 1.0f, 2.0f);
3968 checkGLcall("glScalef");
3970 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3971 checkGLcall("glLoadMatrixf");
3975 /* This should match any arrays loaded in load_vertex_data.
3976 * TODO: Only load / unload arrays if we have to. */
3977 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3979 glDisableClientState(GL_VERTEX_ARRAY);
3980 glDisableClientState(GL_NORMAL_ARRAY);
3981 glDisableClientState(GL_COLOR_ARRAY);
3982 if (gl_info->supported[EXT_SECONDARY_COLOR])
3984 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3986 if (gl_info->supported[ARB_VERTEX_BLEND])
3988 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3990 unload_tex_coords(gl_info);
3993 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3995 const struct wined3d_gl_info *gl_info = context->gl_info;
3997 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3998 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4000 context->numbered_array_mask &= ~(1 << i);
4003 /* This should match any arrays loaded in loadNumberedArrays
4004 * TODO: Only load / unload arrays if we have to. */
4005 static void unload_numbered_arrays(struct wined3d_context *context)
4007 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4010 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4011 unload_numbered_array(context, i);
4015 static void load_numbered_arrays(struct wined3d_context *context,
4016 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4018 struct wined3d_device *device = context->swapchain->device;
4019 const struct wined3d_gl_info *gl_info = context->gl_info;
4020 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4023 /* Default to no instancing */
4024 device->instancedDraw = FALSE;
4026 for (i = 0; i < MAX_ATTRIBS; i++)
4028 const struct wined3d_stream_state *stream;
4030 if (!(stream_info->use_map & (1 << i)))
4032 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4036 stream = &state->streams[stream_info->elements[i].stream_idx];
4038 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4039 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4041 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4042 device->instancedDraw = TRUE;
4046 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4048 if (stream_info->elements[i].stride)
4050 if (curVBO != stream_info->elements[i].data.buffer_object)
4052 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4053 checkGLcall("glBindBufferARB");
4054 curVBO = stream_info->elements[i].data.buffer_object;
4056 /* Use the VBO to find out if a vertex buffer exists, not the vb
4057 * pointer. vb can point to a user pointer data blob. In that case
4058 * curVBO will be 0. If there is a vertex buffer but no vbo we
4059 * won't be load converted attributes anyway. */
4060 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4061 stream_info->elements[i].format->gl_vtx_type,
4062 stream_info->elements[i].format->gl_normalized,
4063 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4064 + state->load_base_vertex_index * stream_info->elements[i].stride));
4066 if (!(context->numbered_array_mask & (1 << i)))
4068 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4069 context->numbered_array_mask |= (1 << i);
4074 /* Stride = 0 means always the same values.
4075 * glVertexAttribPointerARB doesn't do that. Instead disable the
4076 * pointer and set up the attribute statically. But we have to
4077 * figure out the system memory address. */
4078 const BYTE *ptr = stream_info->elements[i].data.addr;
4079 if (stream_info->elements[i].data.buffer_object)
4081 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4084 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4086 switch (stream_info->elements[i].format->id)
4088 case WINED3DFMT_R32_FLOAT:
4089 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4091 case WINED3DFMT_R32G32_FLOAT:
4092 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4094 case WINED3DFMT_R32G32B32_FLOAT:
4095 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4097 case WINED3DFMT_R32G32B32A32_FLOAT:
4098 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4101 case WINED3DFMT_R8G8B8A8_UINT:
4102 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4104 case WINED3DFMT_B8G8R8A8_UNORM:
4105 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4107 const DWORD *src = (const DWORD *)ptr;
4108 DWORD c = *src & 0xff00ff00;
4109 c |= (*src & 0xff0000) >> 16;
4110 c |= (*src & 0xff) << 16;
4111 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4114 /* else fallthrough */
4115 case WINED3DFMT_R8G8B8A8_UNORM:
4116 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4119 case WINED3DFMT_R16G16_SINT:
4120 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4122 case WINED3DFMT_R16G16B16A16_SINT:
4123 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4126 case WINED3DFMT_R16G16_SNORM:
4128 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4129 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4132 case WINED3DFMT_R16G16_UNORM:
4134 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4135 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4138 case WINED3DFMT_R16G16B16A16_SNORM:
4139 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4141 case WINED3DFMT_R16G16B16A16_UNORM:
4142 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4145 case WINED3DFMT_R10G10B10A2_UINT:
4146 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4147 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4149 case WINED3DFMT_R10G10B10A2_SNORM:
4150 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4151 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4154 case WINED3DFMT_R16G16_FLOAT:
4155 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4156 * byte float according to the IEEE standard
4158 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4160 case WINED3DFMT_R16G16B16A16_FLOAT:
4161 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4165 ERR("Unexpected declaration in stride 0 attributes\n");
4171 checkGLcall("Loading numbered arrays");
4174 static void load_vertex_data(const struct wined3d_context *context,
4175 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4177 struct wined3d_device *device = context->swapchain->device;
4178 const struct wined3d_gl_info *gl_info = context->gl_info;
4179 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4180 const struct wined3d_stream_info_element *e;
4182 TRACE("Using fast vertex array code\n");
4184 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4185 device->instancedDraw = FALSE;
4187 /* Blend Data ---------------------------------------------- */
4188 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4189 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4191 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4193 if (gl_info->supported[ARB_VERTEX_BLEND])
4195 TRACE("Blend %u %p %u\n", e->format->component_count,
4196 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4198 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4199 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4201 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4203 if (curVBO != e->data.buffer_object)
4205 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4206 checkGLcall("glBindBufferARB");
4207 curVBO = e->data.buffer_object;
4210 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4211 e->format->gl_vtx_format,
4212 e->format->gl_vtx_type,
4214 e->data.addr + state->load_base_vertex_index * e->stride);
4215 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4216 e->data.addr + state->load_base_vertex_index * e->stride));
4218 checkGLcall("glWeightPointerARB");
4220 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4225 FIXME("blendMatrixIndices support\n");
4230 /* TODO: support blends in drawStridedSlow
4231 * No need to write a FIXME here, this is done after the general vertex decl decoding
4233 WARN("unsupported blending in openGl\n");
4238 if (gl_info->supported[ARB_VERTEX_BLEND])
4240 static const GLbyte one = 1;
4241 GL_EXTCALL(glWeightbvARB(1, &one));
4242 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4246 /* Point Size ----------------------------------------------*/
4247 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4249 /* no such functionality in the fixed function GL pipeline */
4250 TRACE("Cannot change ptSize here in openGl\n");
4251 /* TODO: Implement this function in using shaders if they are available */
4254 /* Vertex Pointers -----------------------------------------*/
4255 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4257 e = &si->elements[WINED3D_FFP_POSITION];
4259 if (curVBO != e->data.buffer_object)
4261 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4262 checkGLcall("glBindBufferARB");
4263 curVBO = e->data.buffer_object;
4266 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4267 handling for rhw mode should not impact screen position whereas in GL it does.
4268 This may result in very slightly distorted textures in rhw mode.
4269 There's always the other option of fixing the view matrix to
4270 prevent w from having any effect.
4272 This only applies to user pointer sources, in VBOs the vertices are fixed up
4274 if (!e->data.buffer_object)
4276 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4277 e->data.addr + state->load_base_vertex_index * e->stride);
4278 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4279 e->data.addr + state->load_base_vertex_index * e->stride);
4283 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4284 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4285 e->data.addr + state->load_base_vertex_index * e->stride);
4286 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4287 e->data.addr + state->load_base_vertex_index * e->stride);
4289 checkGLcall("glVertexPointer(...)");
4290 glEnableClientState(GL_VERTEX_ARRAY);
4291 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4294 /* Normals -------------------------------------------------*/
4295 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4297 e = &si->elements[WINED3D_FFP_NORMAL];
4299 if (curVBO != e->data.buffer_object)
4301 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4302 checkGLcall("glBindBufferARB");
4303 curVBO = e->data.buffer_object;
4306 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4307 e->data.addr + state->load_base_vertex_index * e->stride);
4308 glNormalPointer(e->format->gl_vtx_type, e->stride,
4309 e->data.addr + state->load_base_vertex_index * e->stride);
4310 checkGLcall("glNormalPointer(...)");
4311 glEnableClientState(GL_NORMAL_ARRAY);
4312 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4315 glNormal3f(0, 0, 0);
4316 checkGLcall("glNormal3f(0, 0, 0)");
4319 /* Diffuse Colour --------------------------------------------*/
4320 /* WARNING: Data here MUST be in RGBA format, so cannot */
4321 /* go directly into fast mode from app pgm, because */
4322 /* directx requires data in BGRA format. */
4323 /* currently fixupVertices swizzles the format, but this isn't*/
4324 /* very practical when using VBOs */
4325 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4326 /* , or the user doesn't care and wants the speed advantage */
4328 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4330 e = &si->elements[WINED3D_FFP_DIFFUSE];
4332 if (curVBO != e->data.buffer_object)
4334 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4335 checkGLcall("glBindBufferARB");
4336 curVBO = e->data.buffer_object;
4339 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4340 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4341 e->data.addr + state->load_base_vertex_index * e->stride);
4342 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4343 e->data.addr + state->load_base_vertex_index * e->stride);
4344 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4345 glEnableClientState(GL_COLOR_ARRAY);
4346 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4349 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4350 checkGLcall("glColor4f(1, 1, 1, 1)");
4353 /* Specular Colour ------------------------------------------*/
4354 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4356 TRACE("setting specular colour\n");
4358 e = &si->elements[WINED3D_FFP_SPECULAR];
4360 if (gl_info->supported[EXT_SECONDARY_COLOR])
4362 GLenum type = e->format->gl_vtx_type;
4363 GLint format = e->format->gl_vtx_format;
4365 if (curVBO != e->data.buffer_object)
4367 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4368 checkGLcall("glBindBufferARB");
4369 curVBO = e->data.buffer_object;
4372 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4374 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4375 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4376 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4377 * 4 component secondary colors use it
4379 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4380 e->data.addr + state->load_base_vertex_index * e->stride);
4381 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4382 e->data.addr + state->load_base_vertex_index * e->stride));
4383 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4389 case GL_UNSIGNED_BYTE:
4390 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4391 e->data.addr + state->load_base_vertex_index * e->stride);
4392 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4393 e->data.addr + state->load_base_vertex_index * e->stride));
4394 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4398 FIXME("Add 4 component specular color pointers for type %x\n", type);
4399 /* Make sure that the right color component is dropped */
4400 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4401 e->data.addr + state->load_base_vertex_index * e->stride);
4402 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4403 e->data.addr + state->load_base_vertex_index * e->stride));
4404 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4407 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4408 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4412 WARN("Specular colour is not supported in this GL implementation.\n");
4417 if (gl_info->supported[EXT_SECONDARY_COLOR])
4419 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4420 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4424 WARN("Specular colour is not supported in this GL implementation.\n");
4428 /* Texture coords -------------------------------------------*/
4429 load_tex_coords(context, si, &curVBO, state);
4432 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4434 const struct wined3d_device *device = context->swapchain->device;
4435 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4436 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4438 if (isStateDirty(context, STATE_VDECL)) return;
4439 if (context->numberedArraysLoaded && !load_numbered)
4441 unload_numbered_arrays(context);
4442 context->numberedArraysLoaded = FALSE;
4443 context->numbered_array_mask = 0;
4445 else if (context->namedArraysLoaded)
4447 unload_vertex_data(context->gl_info);
4448 context->namedArraysLoaded = FALSE;
4453 TRACE("Loading numbered arrays\n");
4454 load_numbered_arrays(context, &device->strided_streams, state);
4455 context->numberedArraysLoaded = TRUE;
4457 else if (load_named)
4459 TRACE("Loading vertex data\n");
4460 load_vertex_data(context, &device->strided_streams, state);
4461 context->namedArraysLoaded = TRUE;
4465 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4467 if (isStateDirty(context, STATE_STREAMSRC))
4469 streamsrc(context, state, STATE_STREAMSRC);
4472 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4474 const struct wined3d_device *device = context->swapchain->device;
4475 const struct wined3d_gl_info *gl_info = context->gl_info;
4476 BOOL useVertexShaderFunction = use_vs(state);
4477 BOOL usePixelShaderFunction = use_ps(state);
4478 BOOL updateFog = FALSE;
4480 BOOL wasrhw = context->last_was_rhw;
4483 transformed = device->strided_streams.position_transformed;
4484 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4487 context->last_was_rhw = transformed;
4489 /* Don't have to apply the matrices when vertex shaders are used. When
4490 * vshaders are turned off this function will be called again anyway to
4491 * make sure they're properly set. */
4492 if (!useVertexShaderFunction)
4494 /* TODO: Move this mainly to the viewport state and only apply when
4495 * the vp has changed or transformed / untransformed was switched. */
4496 if (wasrhw != context->last_was_rhw
4497 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4498 && !isStateDirty(context, STATE_VIEWPORT))
4499 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4500 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4503 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4504 * this check will fail and the matrix not applied again. This is OK because a simple
4505 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4506 * needs of the vertex declaration.
4508 * World and view matrix go into the same gl matrix, so only apply them when neither is
4511 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4512 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4513 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4514 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4515 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4516 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4517 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4519 if (context->last_was_vshader)
4523 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4524 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4526 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4528 clipplane(context, state, STATE_CLIPPLANE(i));
4531 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4532 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4536 if(!context->last_was_vshader) {
4537 static BOOL warned = FALSE;
4538 if(!device->vs_clipping) {
4539 /* Disable all clip planes to get defined results on all drivers. See comment in the
4540 * state_clipping state handler
4542 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4544 glDisable(GL_CLIP_PLANE0 + i);
4545 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4548 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4550 FIXME("Clipping not supported with vertex shaders\n");
4556 /* Apply the transform matrices when switching from rhw
4557 * drawing to vertex shaders. Vertex shaders themselves do
4558 * not need it, but the matrices are not reapplied
4559 * automatically when switching back from vertex shaders to
4560 * fixed function processing. So make sure we leave the fixed
4561 * function vertex processing states back in a sane state
4562 * before switching to shaders. */
4563 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4564 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4565 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4566 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4570 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4571 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4572 * device->vs_clipping is false.
4574 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4576 clipplane(context, state, STATE_CLIPPLANE(i));
4581 /* Vertex and pixel shaders are applied together, so let the last dirty
4582 * state do the application. */
4583 if (!isStateDirty(context, STATE_PIXELSHADER))
4585 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4587 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4588 && (useVertexShaderFunction || usePixelShaderFunction))
4589 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4592 context->last_was_vshader = useVertexShaderFunction;
4595 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4597 if (!useVertexShaderFunction)
4601 for (i = 0; i < MAX_TEXTURES; ++i)
4603 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4604 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4609 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4611 const struct wined3d_surface *target = state->fb->render_targets[0];
4612 WINED3DVIEWPORT vp = state->viewport;
4614 if (vp.Width > target->resource.width)
4615 vp.Width = target->resource.width;
4616 if (vp.Height > target->resource.height)
4617 vp.Height = target->resource.height;
4619 glDepthRange(vp.MinZ, vp.MaxZ);
4620 checkGLcall("glDepthRange");
4621 /* Note: GL requires lower left, DirectX supplies upper left. This is
4622 * reversed when using offscreen rendering. */
4623 if (context->render_offscreen)
4625 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4631 target->get_drawable_size(context, &width, &height);
4632 glViewport(vp.X, (height - (vp.Y + vp.Height)),
4633 vp.Width, vp.Height);
4636 checkGLcall("glViewport");
4639 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4641 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4642 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4643 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4644 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4645 /* Update the position fixup. */
4646 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4647 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4650 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4652 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4653 const struct wined3d_light_info *lightInfo = state->lights[Index];
4657 glDisable(GL_LIGHT0 + Index);
4658 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4663 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4665 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4666 glMatrixMode(GL_MODELVIEW);
4668 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4671 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4672 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4673 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4674 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4675 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4676 checkGLcall("glLightfv");
4679 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4680 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4681 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4682 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4683 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4684 checkGLcall("glLightfv");
4687 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4688 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4689 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4690 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4691 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4692 checkGLcall("glLightfv");
4694 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4695 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4697 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4700 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4701 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4702 * Attenuation0 to NaN and crashes in the gl lib
4705 switch (lightInfo->OriginalParms.Type) {
4706 case WINED3DLIGHT_POINT:
4708 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4709 checkGLcall("glLightfv");
4710 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4711 checkGLcall("glLightf");
4712 /* Attenuation - Are these right? guessing... */
4713 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4714 checkGLcall("glLightf");
4715 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4716 checkGLcall("glLightf");
4717 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4718 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4719 checkGLcall("glLightf");
4723 case WINED3DLIGHT_SPOT:
4725 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4726 checkGLcall("glLightfv");
4728 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4729 checkGLcall("glLightfv");
4730 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4731 checkGLcall("glLightf");
4732 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4733 checkGLcall("glLightf");
4734 /* Attenuation - Are these right? guessing... */
4735 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4736 checkGLcall("glLightf");
4737 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4738 checkGLcall("glLightf");
4739 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4740 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4741 checkGLcall("glLightf");
4745 case WINED3DLIGHT_DIRECTIONAL:
4747 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4748 checkGLcall("glLightfv");
4749 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4750 checkGLcall("glLightf");
4751 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4752 checkGLcall("glLightf");
4756 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4759 /* Restore the modelview matrix */
4762 glEnable(GL_LIGHT0 + Index);
4763 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4767 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4769 const RECT *r = &state->scissor_rect;
4771 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4772 * so our viewport correction does not apply. Warning2: Even in windowed
4773 * mode the coords are relative to the window, not the screen. */
4774 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4776 if (context->render_offscreen)
4778 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4782 const struct wined3d_surface *target = state->fb->render_targets[0];
4786 target->get_drawable_size(context, &width, &height);
4787 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4789 checkGLcall("glScissor");
4792 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4794 const struct wined3d_gl_info *gl_info = context->gl_info;
4796 if (state->user_stream || !state->index_buffer)
4798 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4802 struct wined3d_buffer *ib = state->index_buffer;
4803 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4807 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4809 if (context->render_offscreen)
4811 glFrontFace(GL_CCW);
4812 checkGLcall("glFrontFace(GL_CCW)");
4815 checkGLcall("glFrontFace(GL_CW)");
4819 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4825 WARN("Point sprite coordinate origin switching not supported.\n");
4830 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4832 const struct wined3d_gl_info *gl_info = context->gl_info;
4833 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4835 if (glPointParameteri)
4837 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4838 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4840 else if (gl_info->supported[NV_POINT_SPRITE])
4842 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4843 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4847 const struct StateEntryTemplate misc_state_template[] = {
4848 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4849 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4850 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4851 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4852 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4853 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4854 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4855 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4856 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4857 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4858 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4859 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4860 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4861 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4862 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4863 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4865 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4866 * vshader loadings are untied from each other
4868 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4869 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4920 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4921 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4958 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4994 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4996 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5000 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5002 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5006 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5008 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5010 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5012 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5016 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5017 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5018 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5019 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5020 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5037 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5038 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5039 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5040 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5043 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5044 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5045 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5083 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5084 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5085 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5086 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5087 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5088 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5089 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5091 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5092 /* Transform states follow */
5093 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5360 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5361 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5362 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5364 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5380 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5381 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5393 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5396 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5397 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5399 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5405 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5406 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5410 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5411 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5412 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5414 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5415 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5416 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5417 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5418 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5419 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5420 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5421 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5422 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5423 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5424 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5425 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5426 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5427 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5428 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5429 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5430 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5431 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5432 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5433 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5434 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5435 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5436 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5437 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5438 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5441 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5442 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5525 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5526 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5533 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5534 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5535 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5536 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5537 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5538 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5539 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5540 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5543 /* Context activation and GL locking are done by the caller. */
5544 static void ffp_enable(BOOL enable) {}
5546 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5548 caps->PrimitiveMiscCaps = 0;
5549 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5550 | WINED3DTEXOPCAPS_ADDSIGNED
5551 | WINED3DTEXOPCAPS_ADDSIGNED2X
5552 | WINED3DTEXOPCAPS_MODULATE
5553 | WINED3DTEXOPCAPS_MODULATE2X
5554 | WINED3DTEXOPCAPS_MODULATE4X
5555 | WINED3DTEXOPCAPS_SELECTARG1
5556 | WINED3DTEXOPCAPS_SELECTARG2
5557 | WINED3DTEXOPCAPS_DISABLE;
5559 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5560 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5561 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5563 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5564 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5565 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5566 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5567 | WINED3DTEXOPCAPS_LERP
5568 | WINED3DTEXOPCAPS_SUBTRACT;
5570 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5571 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5573 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5574 | WINED3DTEXOPCAPS_MULTIPLYADD
5575 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5576 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5577 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5579 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5580 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5582 caps->MaxTextureBlendStages = gl_info->limits.textures;
5583 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5586 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5587 static void ffp_fragment_free(struct wined3d_device *device) {}
5588 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5592 TRACE("Checking support for fixup:\n");
5593 dump_color_fixup_desc(fixup);
5596 /* We only support identity conversions. */
5597 if (is_identity_fixup(fixup))
5603 TRACE("[FAILED]\n");
5607 const struct fragment_pipeline ffp_fragment_pipeline = {
5609 ffp_fragment_get_caps,
5612 ffp_color_fixup_supported,
5613 ffp_fragmentstate_template,
5614 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5617 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5620 for(i = 0; funcs[i]; i++);
5624 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5626 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5627 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5630 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5632 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5633 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5634 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5637 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5639 unsigned int start, last, i;
5641 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5642 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5643 for (i = start; i <= last; ++i)
5645 state_table[i].representative = 0;
5646 state_table[i].apply = state_undefined;
5649 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5650 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5651 for (i = start; i <= last; ++i)
5653 state_table[i].representative = 0;
5654 state_table[i].apply = state_undefined;
5657 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5658 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5659 for (i = start; i <= last; ++i)
5661 state_table[i].representative = 0;
5662 state_table[i].apply = state_undefined;
5666 static void validate_state_table(struct StateEntry *state_table)
5688 static const DWORD simple_states[] =
5694 STATE_VERTEXSHADERCONSTANT,
5695 STATE_PIXELSHADERCONSTANT,
5701 STATE_POINTSPRITECOORDORIGIN,
5702 STATE_BASEVERTEXINDEX,
5705 unsigned int i, current;
5707 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5709 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5711 if (!state_table[i].representative)
5712 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5714 else if (state_table[i].representative)
5715 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5717 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5720 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5722 if (!state_table[simple_states[i]].representative)
5723 ERR("State %s (%#x) should have a representative.\n",
5724 debug_d3dstate(simple_states[i]), simple_states[i]);
5727 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5729 DWORD rep = state_table[i].representative;
5732 if (state_table[rep].representative != rep)
5734 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5735 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5736 state_table[i].representative = 0;
5741 if (state_table[i].apply)
5742 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5744 else if (!state_table[i].apply)
5746 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5752 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5753 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5754 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5756 unsigned int i, type, handlers;
5757 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5758 const struct StateEntryTemplate *cur;
5759 BOOL set[STATE_HIGHEST + 1];
5761 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5763 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5764 StateTable[i].representative = 0;
5765 StateTable[i].apply = state_undefined;
5768 for(type = 0; type < 3; type++) {
5769 /* This switch decides the order in which the states are applied */
5771 case 0: cur = misc; break;
5772 case 1: cur = fragment->states; break;
5773 case 2: cur = vertex; break;
5774 default: cur = NULL; /* Stupid compiler */
5778 /* GL extension filtering should not prevent multiple handlers being applied from different
5781 memset(set, 0, sizeof(set));
5783 for(i = 0; cur[i].state; i++) {
5784 APPLYSTATEFUNC *funcs_array;
5786 /* Only use the first matching state with the available extension from one template.
5788 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5789 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5791 * if GL_XYZ_fancy is supported, ignore the 2nd line
5793 if(set[cur[i].state]) continue;
5794 /* Skip state lines depending on unsupported extensions */
5795 if (!gl_info->supported[cur[i].extension]) continue;
5796 set[cur[i].state] = TRUE;
5797 /* In some cases having an extension means that nothing has to be
5798 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5799 * supported, the texture coordinate fixup can be ignored. If the
5800 * apply function is used, mark the state set(done above) to prevent
5801 * applying later lines, but do not record anything in the state
5804 if (!cur[i].content.representative) continue;
5806 handlers = num_handlers(multistate_funcs[cur[i].state]);
5807 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5810 StateTable[cur[i].state].apply = cur[i].content.apply;
5813 StateTable[cur[i].state].apply = multistate_apply_2;
5814 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5816 sizeof(**dev_multistate_funcs) * 2);
5817 if (!dev_multistate_funcs[cur[i].state]) {
5821 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5822 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5825 StateTable[cur[i].state].apply = multistate_apply_3;
5826 funcs_array = HeapReAlloc(GetProcessHeap(),
5828 dev_multistate_funcs[cur[i].state],
5829 sizeof(**dev_multistate_funcs) * 3);
5834 dev_multistate_funcs[cur[i].state] = funcs_array;
5835 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5838 ERR("Unexpected amount of state handlers for state %u: %u\n",
5839 cur[i].state, handlers + 1);
5842 if(StateTable[cur[i].state].representative &&
5843 StateTable[cur[i].state].representative != cur[i].content.representative) {
5844 FIXME("State %u has different representatives in different pipeline parts\n",
5847 StateTable[cur[i].state].representative = cur[i].content.representative;
5851 prune_invalid_states(StateTable, gl_info);
5852 validate_state_table(StateTable);
5857 for (i = 0; i <= STATE_HIGHEST; ++i) {
5858 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5861 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5863 return E_OUTOFMEMORY;