sync with trunk (r46275)
[reactos.git] / dll / directx / wine / wined3d / state.c
1 /*
2 * Direct3D state management
3 *
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
12 *
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.
17 *
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.
22 *
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
26 */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 #define GLINFO_LOCATION (*context->gl_info)
39
40 /* GL locking for state handlers is done by the caller. */
41
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
43
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
45 {
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
48 */
49 if(STATE_IS_RENDER(state)) {
50 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52 } else {
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
55 }
56 }
57
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
59 {
60 ERR("Undefined state.\n");
61 }
62
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
64 {
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66
67 switch(Value) {
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 break;
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 break;
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 break;
80 default:
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
82 }
83 }
84
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
86 {
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
91 */
92
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
95 }
96
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->device->strided_streams.position_transformed)
99 {
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
102 } else {
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
105 }
106 }
107
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
109 {
110 /* No z test without depth stencil buffers */
111 if (!stateblock->device->stencilBufferTarget)
112 {
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
116 return;
117 }
118
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_TRUE:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 break;
128 case WINED3DZB_USEW:
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
132 break;
133 default:
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135 }
136 }
137
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
139 {
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 * switch
142 */
143 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144 case WINED3DCULL_NONE:
145 glDisable(GL_CULL_FACE);
146 checkGLcall("glDisable GL_CULL_FACE");
147 break;
148 case WINED3DCULL_CW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT);
152 checkGLcall("glCullFace(GL_FRONT)");
153 break;
154 case WINED3DCULL_CCW:
155 glEnable(GL_CULL_FACE);
156 checkGLcall("glEnable GL_CULL_FACE");
157 glCullFace(GL_BACK);
158 checkGLcall("glCullFace(GL_BACK)");
159 break;
160 default:
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
162 }
163 }
164
165 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
166 {
167 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168 case WINED3DSHADE_FLAT:
169 glShadeModel(GL_FLAT);
170 checkGLcall("glShadeModel(GL_FLAT)");
171 break;
172 case WINED3DSHADE_GOURAUD:
173 glShadeModel(GL_SMOOTH);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
175 break;
176 case WINED3DSHADE_PHONG:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
178 break;
179 default:
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 }
182 }
183
184 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
185 {
186 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
187 glEnable(GL_DITHER);
188 checkGLcall("glEnable GL_DITHER");
189 } else {
190 glDisable(GL_DITHER);
191 checkGLcall("glDisable GL_DITHER");
192 }
193 }
194
195 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
196 {
197 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198 * this has to be merged with ZENABLE and ZFUNC
199 */
200 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
201 glDepthMask(1);
202 checkGLcall("glDepthMask(1)");
203 } else {
204 glDepthMask(0);
205 checkGLcall("glDepthMask(0)");
206 }
207 }
208
209 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
210 {
211 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
212
213 if(glParm) {
214 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215 static BOOL once = FALSE;
216 /* There are a few issues with this: First, our inability to
217 * select a proper Z depth, most of the time we're stuck with
218 * D24S8, even if the app selects D32 or D16. There seem to be
219 * some other precision problems which have to be debugged to
220 * make NOTEQUAL and EQUAL work properly
221 */
222 if(!once) {
223 once = TRUE;
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
225 }
226 }
227
228 glDepthFunc(glParm);
229 checkGLcall("glDepthFunc");
230 }
231 }
232
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
234 {
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
237
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
241 }
242
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
244 {
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246 int srcBlend = GL_ZERO;
247 int dstBlend = GL_ZERO;
248
249 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
251 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
252 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
253
254 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255 * The d3d9 visual test confirms the behavior. */
256 if (context->render_offscreen
257 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
258 {
259 glDisable(GL_BLEND);
260 checkGLcall("glDisable GL_BLEND");
261 return;
262 } else {
263 glEnable(GL_BLEND);
264 checkGLcall("glEnable GL_BLEND");
265 }
266 } else {
267 glDisable(GL_BLEND);
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
270 return;
271 };
272
273 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
275 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
276 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
277 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
278 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
279 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
280 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
281 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
282
283 /* To compensate the lack of format switching with backbuffer offscreen rendering,
284 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285 * if the render target doesn't support alpha blending. A nonexistent alpha channel
286 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
287 */
288 case WINED3DBLEND_DESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
290 break;
291 case WINED3DBLEND_INVDESTALPHA :
292 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
293 break;
294
295 case WINED3DBLEND_SRCALPHASAT :
296 dstBlend = GL_SRC_ALPHA_SATURATE;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
298 break;
299
300 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301 * values which are still valid up to d3d9. They should not occur as dest blend values
302 */
303 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
304 srcBlend = GL_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
306 break;
307
308 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
311 break;
312
313 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
314 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
315 default:
316 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
317 }
318
319 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
321 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
322 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
323 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
324 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
325 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
326 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
327 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
328 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
329
330 case WINED3DBLEND_DESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
332 break;
333 case WINED3DBLEND_INVDESTALPHA :
334 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
335 break;
336
337 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
338 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
339 break;
340
341 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342 dstBlend = GL_SRC_ALPHA;
343 break;
344
345 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
346 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
347 default:
348 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
349 }
350
351 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353 glEnable(GL_LINE_SMOOTH);
354 checkGLcall("glEnable(GL_LINE_SMOOTH)");
355 if(srcBlend != GL_SRC_ALPHA) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
357 }
358 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
360 }
361 } else {
362 glDisable(GL_LINE_SMOOTH);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
364 }
365
366 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
369 }
370
371 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372 int srcBlendAlpha = GL_ZERO;
373 int dstBlendAlpha = GL_ZERO;
374
375 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
377 {
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
379 return;
380 }
381
382 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
384 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
385 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
386 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
387 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
388 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
389 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
390 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
391 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
392 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
393 case WINED3DBLEND_SRCALPHASAT :
394 dstBlend = GL_SRC_ALPHA_SATURATE;
395 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
396 break;
397 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398 * values which are still valid up to d3d9. They should not occur as dest blend values
399 */
400 case WINED3DBLEND_BOTHSRCALPHA :
401 dstBlendAlpha = GL_SRC_ALPHA;
402 srcBlendAlpha = GL_SRC_ALPHA;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
404 break;
405 case WINED3DBLEND_BOTHINVSRCALPHA :
406 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
409 break;
410 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
411 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
412 default:
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
414 }
415
416 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
418 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
419 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
420 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
421 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
422 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
423 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
424 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
425 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
426 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
427 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
428 case WINED3DBLEND_BOTHSRCALPHA :
429 srcBlendAlpha = GL_SRC_ALPHA;
430 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BOTHINVSRCALPHA :
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
435 break;
436 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
437 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
438 default:
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
440 }
441
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443 checkGLcall("glBlendFuncSeparateEXT");
444 } else {
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446 glBlendFunc(srcBlend, dstBlend);
447 checkGLcall("glBlendFunc");
448 }
449
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
453 {
454 const struct StateEntry *StateTable = stateblock->device->StateTable;
455 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
456 }
457 }
458
459 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
460 {
461 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 }
463
464 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
465 {
466 float col[4];
467
468 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
469 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
470 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
471 checkGLcall("glBlendColor");
472 }
473
474 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
475 {
476 int glParm = 0;
477 float ref;
478 BOOL enable_ckey = FALSE;
479
480 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
481
482 /* Find out if the texture on the first stage has a ckey set
483 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486 * in case it finds some texture+colorkeyenable combination which needs extra care.
487 */
488 if (stateblock->textures[0])
489 {
490 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
491
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
493 {
494 IWineD3DSurfaceImpl *surf;
495
496 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
497
498 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
499 {
500 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
501 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
502 * surface has alpha bits */
503 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
504 }
505 }
506 }
507
508 if (enable_ckey || context->last_was_ckey)
509 {
510 const struct StateEntry *StateTable = stateblock->device->StateTable;
511 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
512 }
513 context->last_was_ckey = enable_ckey;
514
515 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
516 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
517 glEnable(GL_ALPHA_TEST);
518 checkGLcall("glEnable GL_ALPHA_TEST");
519 } else {
520 glDisable(GL_ALPHA_TEST);
521 checkGLcall("glDisable GL_ALPHA_TEST");
522 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
523 * enable call
524 */
525 return;
526 }
527
528 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
529 glParm = GL_NOTEQUAL;
530 ref = 0.0f;
531 } else {
532 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
533 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
534 }
535 if(glParm) {
536 glAlphaFunc(glParm, ref);
537 checkGLcall("glAlphaFunc");
538 }
539 }
540
541 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
542 {
543 const struct wined3d_gl_info *gl_info = context->gl_info;
544 DWORD enable = 0xFFFFFFFF;
545 DWORD disable = 0x00000000;
546
547 if (!stateblock->device->vs_clipping && use_vs(stateblock))
548 {
549 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
550 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
551 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
552 * of that - don't do anything here and keep them disabled
553 */
554 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
555 static BOOL warned = FALSE;
556 if(!warned) {
557 FIXME("Clipping not supported with vertex shaders\n");
558 warned = TRUE;
559 }
560 }
561 return;
562 }
563
564 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
565 * of already set values
566 */
567
568 /* If enabling / disabling all
569 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
570 */
571 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
572 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
573 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
574 if (gl_info->supported[ARB_DEPTH_CLAMP])
575 {
576 glDisable(GL_DEPTH_CLAMP);
577 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
578 }
579 } else {
580 disable = 0xffffffff;
581 enable = 0x00;
582 if (gl_info->supported[ARB_DEPTH_CLAMP])
583 {
584 glEnable(GL_DEPTH_CLAMP);
585 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
586 }
587 else
588 {
589 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
590 }
591 }
592
593 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
594 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
595 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
596 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
597 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
598 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
599
600 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
601 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
602 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
603 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
604 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
605 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
606
607 /** update clipping status */
608 if (enable) {
609 stateblock->clip_status.ClipUnion = 0;
610 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
611 } else {
612 stateblock->clip_status.ClipUnion = 0;
613 stateblock->clip_status.ClipIntersection = 0;
614 }
615 }
616
617 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
618 {
619 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
620 }
621
622 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
623 {
624 int blendEquation = GL_FUNC_ADD;
625 int blendEquationAlpha = GL_FUNC_ADD;
626
627 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
628 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
629 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
630 {
631 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
632 return;
633 }
634
635 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
636 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
637 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
638 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
639 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
640 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
641 default:
642 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
643 }
644
645 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
646 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
647 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
648 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
649 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
650 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
651 default:
652 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
653 }
654
655 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
656 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
657 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
658 checkGLcall("glBlendEquationSeparateEXT");
659 } else {
660 TRACE("glBlendEquation(%x)\n", blendEquation);
661 GL_EXTCALL(glBlendEquationEXT(blendEquation));
662 checkGLcall("glBlendEquation");
663 }
664 }
665
666 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
667 {
668 const struct wined3d_gl_info *gl_info = context->gl_info;
669 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
670 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
671 * specular color. This is wrong:
672 * Separate specular color means the specular colour is maintained separately, whereas
673 * single color means it is merged in. However in both cases they are being used to
674 * some extent.
675 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
676 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
677 * running 1.4 yet!
678 *
679 *
680 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
681 * Instead, we need to setup the FinalCombiner properly.
682 *
683 * The default setup for the FinalCombiner is:
684 *
685 * <variable> <input> <mapping> <usage>
686 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
687 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
688 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
689 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
690 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
691 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
692 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
693 *
694 * That's pretty much fine as it is, except for variable B, which needs to take
695 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
696 * whether WINED3DRS_SPECULARENABLE is enabled or not.
697 */
698
699 TRACE("Setting specular enable state and materials\n");
700 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
701 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
702 checkGLcall("glMaterialfv");
703
704 if (stateblock->material.Power > gl_info->limits.shininess)
705 {
706 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
707 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
708 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
709 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
710 * them, it should be safe to do so without major visual distortions.
711 */
712 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
713 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
714 } else {
715 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
716 }
717 checkGLcall("glMaterialf(GL_SHININESS)");
718
719 if (gl_info->supported[EXT_SECONDARY_COLOR])
720 {
721 glEnable(GL_COLOR_SUM_EXT);
722 }
723 else
724 {
725 TRACE("Specular colors cannot be enabled in this version of opengl\n");
726 }
727 checkGLcall("glEnable(GL_COLOR_SUM)");
728
729 if (gl_info->supported[NV_REGISTER_COMBINERS])
730 {
731 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
732 checkGLcall("glFinalCombinerInputNV()");
733 }
734 } else {
735 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
736
737 /* for the case of enabled lighting: */
738 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
739 checkGLcall("glMaterialfv");
740
741 /* for the case of disabled lighting: */
742 if (gl_info->supported[EXT_SECONDARY_COLOR])
743 {
744 glDisable(GL_COLOR_SUM_EXT);
745 }
746 else
747 {
748 TRACE("Specular colors cannot be disabled in this version of opengl\n");
749 }
750 checkGLcall("glDisable(GL_COLOR_SUM)");
751
752 if (gl_info->supported[NV_REGISTER_COMBINERS])
753 {
754 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755 checkGLcall("glFinalCombinerInputNV()");
756 }
757 }
758
759 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
760 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
761 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
762 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
763 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
764 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
765 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
766 stateblock->material.Specular.r, stateblock->material.Specular.g,
767 stateblock->material.Specular.b, stateblock->material.Specular.a);
768 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
769 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
770 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
771
772 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
773 checkGLcall("glMaterialfv(GL_AMBIENT)");
774 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
775 checkGLcall("glMaterialfv(GL_DIFFUSE)");
776 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
777 checkGLcall("glMaterialfv(GL_EMISSION)");
778 }
779
780 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
781 {
782 unsigned int i;
783
784 /* Note the texture color applies to all textures whereas
785 * GL_TEXTURE_ENV_COLOR applies to active only
786 */
787 float col[4];
788 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
789
790 /* And now the default texture color as well */
791 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
792 {
793 /* Note the WINED3DRS value applies to all textures, but GL has one
794 * per texture, so apply it now ready to be used!
795 */
796 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
797 checkGLcall("glActiveTextureARB");
798
799 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
800 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
801 }
802 }
803
804 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
805 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
806 {
807 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
808 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
809 GL_EXTCALL(glActiveStencilFaceEXT(face));
810 checkGLcall("glActiveStencilFaceEXT(...)");
811 glStencilFunc(func, ref, mask);
812 checkGLcall("glStencilFunc(...)");
813 glStencilOp(stencilFail, depthFail, stencilPass);
814 checkGLcall("glStencilOp(...)");
815 }
816
817 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
818 {
819 const struct wined3d_gl_info *gl_info = context->gl_info;
820 DWORD onesided_enable = FALSE;
821 DWORD twosided_enable = FALSE;
822 GLint func = GL_ALWAYS;
823 GLint func_ccw = GL_ALWAYS;
824 GLint ref = 0;
825 GLuint mask = 0;
826 GLint stencilFail = GL_KEEP;
827 GLint depthFail = GL_KEEP;
828 GLint stencilPass = GL_KEEP;
829 GLint stencilFail_ccw = GL_KEEP;
830 GLint depthFail_ccw = GL_KEEP;
831 GLint stencilPass_ccw = GL_KEEP;
832
833 /* No stencil test without a stencil buffer. */
834 if (!stateblock->device->stencilBufferTarget)
835 {
836 glDisable(GL_STENCIL_TEST);
837 checkGLcall("glDisable GL_STENCIL_TEST");
838 return;
839 }
840
841 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
842 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
843 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
844 func = GL_ALWAYS;
845 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
846 func_ccw = GL_ALWAYS;
847 ref = stateblock->renderState[WINED3DRS_STENCILREF];
848 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
849 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
850 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
851 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
852 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
853 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
854 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
855
856 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
857 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
858 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
859 onesided_enable, twosided_enable, ref, mask,
860 func, stencilFail, depthFail, stencilPass,
861 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
862
863 if (twosided_enable && onesided_enable) {
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
866
867 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
868 {
869 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
870 * which has an effect on the code below too. If we apply the front face
871 * afterwards, we are sure that the active stencil face is set to front,
872 * and other stencil functions which do not use two sided stencil do not have
873 * to set it back
874 */
875 renderstate_stencil_twosided(context, GL_BACK,
876 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
877 renderstate_stencil_twosided(context, GL_FRONT,
878 func, ref, mask, stencilFail, depthFail, stencilPass);
879 }
880 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
881 {
882 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
883 checkGLcall("glStencilFuncSeparateATI(...)");
884 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
885 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
886 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
887 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
888 } else {
889 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
890 }
891 }
892 else if(onesided_enable)
893 {
894 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
895 {
896 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
897 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
898 }
899
900 /* This code disables the ATI extension as well, since the standard stencil functions are equal
901 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
902 */
903 glEnable(GL_STENCIL_TEST);
904 checkGLcall("glEnable GL_STENCIL_TEST");
905 glStencilFunc(func, ref, mask);
906 checkGLcall("glStencilFunc(...)");
907 glStencilOp(stencilFail, depthFail, stencilPass);
908 checkGLcall("glStencilOp(...)");
909 } else {
910 glDisable(GL_STENCIL_TEST);
911 checkGLcall("glDisable GL_STENCIL_TEST");
912 }
913 }
914
915 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
916 {
917 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
918
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
920 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
921 glStencilMask(mask);
922 checkGLcall("glStencilMask");
923 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
924 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
925 glStencilMask(mask);
926 }
927
928 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
929 {
930 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
931
932 glStencilMask(mask);
933 checkGLcall("glStencilMask");
934 }
935
936 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
937 {
938
939 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
940
941 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
942
943 /* Table fog on: Never use fog coords, and use per-fragment fog */
944 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
945 glHint(GL_FOG_HINT, GL_NICEST);
946 if(context->fog_coord) {
947 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
948 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
949 context->fog_coord = FALSE;
950 }
951 return;
952 }
953
954 /* Otherwise use per-vertex fog in any case */
955 glHint(GL_FOG_HINT, GL_FASTEST);
956
957 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
958 /* No fog at all, or transformed vertices: Use fog coord */
959 if(!context->fog_coord) {
960 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
961 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
962 context->fog_coord = TRUE;
963 }
964 } else {
965 /* Otherwise, use the fragment depth */
966 if(context->fog_coord) {
967 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
968 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
969 context->fog_coord = FALSE;
970 }
971 }
972 }
973
974 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
975 {
976 float fogstart, fogend;
977 union {
978 DWORD d;
979 float f;
980 } tmpvalue;
981
982 switch(context->fog_source) {
983 case FOGSOURCE_VS:
984 fogstart = 1.0f;
985 fogend = 0.0f;
986 break;
987
988 case FOGSOURCE_COORD:
989 fogstart = 255.0f;
990 fogend = 0.0f;
991 break;
992
993 case FOGSOURCE_FFP:
994 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
995 fogstart = tmpvalue.f;
996 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
997 fogend = tmpvalue.f;
998 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
999 if(fogstart == fogend) {
1000 fogstart = -1.0f / 0.0f;
1001 fogend = 0.0f;
1002 }
1003 break;
1004
1005 default:
1006 /* This should not happen.context->fog_source is set in wined3d, not the app.
1007 * Still this is needed to make the compiler happy
1008 */
1009 ERR("Unexpected fog coordinate source\n");
1010 fogstart = 0.0f;
1011 fogend = 0.0f;
1012 }
1013
1014 glFogf(GL_FOG_START, fogstart);
1015 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1016 TRACE("Fog Start == %f\n", fogstart);
1017
1018 glFogf(GL_FOG_END, fogend);
1019 checkGLcall("glFogf(GL_FOG_END, fogend)");
1020 TRACE("Fog End == %f\n", fogend);
1021 }
1022
1023 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1024 {
1025 enum fogsource new_source;
1026
1027 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1028
1029 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1030 /* No fog? Disable it, and we're done :-) */
1031 glDisableWINE(GL_FOG);
1032 checkGLcall("glDisable GL_FOG");
1033 return;
1034 }
1035
1036 /* Fog Rules:
1037 *
1038 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1039 * It can use the Z value of the vertex, or the alpha component of the specular color.
1040 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1041 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1042 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1043 *
1044 * FOGTABLEMODE != NONE:
1045 * The Z value is used, with the equation specified, no matter what vertex type.
1046 *
1047 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1048 * Per vertex fog is calculated using the specified fog equation and the parameters
1049 *
1050 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1051 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1052 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1053 *
1054 *
1055 * Rules for vertex fog with shaders:
1056 *
1057 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1058 * the fog computation to happen during transformation while openGL expects it to happen
1059 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1060 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1061 * To solve this problem, WineD3D does:
1062 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1063 * shader,
1064 * and 2) disables the fog computation (in either the fixed function or programmable
1065 * rasterizer) if using a vertex program.
1066 *
1067 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1068 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1069 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1070 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1071 * There are some GL differences between specular fog coords and vertex shaders though.
1072 *
1073 * With table fog the vertex shader fog coordinate is ignored.
1074 *
1075 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1076 * without shaders).
1077 */
1078
1079 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1080 * the system will apply only pixel(=table) fog effects."
1081 */
1082 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1083 if(use_vs(stateblock)) {
1084 glFogi(GL_FOG_MODE, GL_LINEAR);
1085 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1086 new_source = FOGSOURCE_VS;
1087 } else {
1088 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1089 /* If processed vertices are used, fall through to the NONE case */
1090 case WINED3DFOG_EXP:
1091 if(!context->last_was_rhw) {
1092 glFogi(GL_FOG_MODE, GL_EXP);
1093 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1094 new_source = FOGSOURCE_FFP;
1095 break;
1096 }
1097 /* drop through */
1098
1099 case WINED3DFOG_EXP2:
1100 if(!context->last_was_rhw) {
1101 glFogi(GL_FOG_MODE, GL_EXP2);
1102 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1103 new_source = FOGSOURCE_FFP;
1104 break;
1105 }
1106 /* drop through */
1107
1108 case WINED3DFOG_LINEAR:
1109 if(!context->last_was_rhw) {
1110 glFogi(GL_FOG_MODE, GL_LINEAR);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1112 new_source = FOGSOURCE_FFP;
1113 break;
1114 }
1115 /* drop through */
1116
1117 case WINED3DFOG_NONE:
1118 /* Both are none? According to msdn the alpha channel of the specular
1119 * color contains a fog factor. Set it in drawStridedSlow.
1120 * Same happens with Vertexfog on transformed vertices
1121 */
1122 new_source = FOGSOURCE_COORD;
1123 glFogi(GL_FOG_MODE, GL_LINEAR);
1124 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1125 break;
1126
1127 default:
1128 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1129 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1130 }
1131 }
1132 } else {
1133 new_source = FOGSOURCE_FFP;
1134
1135 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1136 case WINED3DFOG_EXP:
1137 glFogi(GL_FOG_MODE, GL_EXP);
1138 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1139 break;
1140
1141 case WINED3DFOG_EXP2:
1142 glFogi(GL_FOG_MODE, GL_EXP2);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1144 break;
1145
1146 case WINED3DFOG_LINEAR:
1147 glFogi(GL_FOG_MODE, GL_LINEAR);
1148 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1149 break;
1150
1151 case WINED3DFOG_NONE: /* Won't happen */
1152 default:
1153 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1154 }
1155 }
1156
1157 glEnableWINE(GL_FOG);
1158 checkGLcall("glEnable GL_FOG");
1159 if(new_source != context->fog_source) {
1160 context->fog_source = new_source;
1161 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1162 }
1163 }
1164
1165 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1166 {
1167 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1168 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1169 }
1170 }
1171
1172 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1173 {
1174 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1175 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1176 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1177 } else {
1178 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1179 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1180 }
1181 }
1182
1183 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1184 {
1185 float col[4];
1186 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1187 glFogfv(GL_FOG_COLOR, &col[0]);
1188 checkGLcall("glFog GL_FOG_COLOR");
1189 }
1190
1191 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1192 {
1193 union {
1194 DWORD d;
1195 float f;
1196 } tmpvalue;
1197 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1198 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1199 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1200 }
1201
1202 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1203 {
1204 IWineD3DDeviceImpl *device = stateblock->device;
1205 GLenum Parm = 0;
1206
1207 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208 * The vertex declaration will call this function if the fixed function pipeline is used.
1209 */
1210
1211 if(isStateDirty(context, STATE_VDECL)) {
1212 return;
1213 }
1214
1215 context->num_untracked_materials = 0;
1216 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1217 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1218 {
1219 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1221 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1222 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1223 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1224
1225 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1226 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227 Parm = GL_AMBIENT_AND_DIFFUSE;
1228 } else {
1229 Parm = GL_DIFFUSE;
1230 }
1231 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1232 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1233 context->num_untracked_materials++;
1234 }
1235 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1237 context->num_untracked_materials++;
1238 }
1239 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1240 Parm = GL_AMBIENT;
1241 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1242 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1243 context->num_untracked_materials++;
1244 }
1245 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247 context->num_untracked_materials++;
1248 }
1249 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_EMISSION;
1251 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1252 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1253 context->num_untracked_materials++;
1254 }
1255 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1256 Parm = GL_SPECULAR;
1257 }
1258 }
1259
1260 /* Nothing changed, return. */
1261 if (Parm == context->tracking_parm) return;
1262
1263 if(!Parm) {
1264 glDisable(GL_COLOR_MATERIAL);
1265 checkGLcall("glDisable GL_COLOR_MATERIAL");
1266 } else {
1267 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1268 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1269 glEnable(GL_COLOR_MATERIAL);
1270 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1271 }
1272
1273 /* Apparently calls to glMaterialfv are ignored for properties we're
1274 * tracking with glColorMaterial, so apply those here. */
1275 switch (context->tracking_parm) {
1276 case GL_AMBIENT_AND_DIFFUSE:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1278 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1279 checkGLcall("glMaterialfv");
1280 break;
1281
1282 case GL_DIFFUSE:
1283 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1284 checkGLcall("glMaterialfv");
1285 break;
1286
1287 case GL_AMBIENT:
1288 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1289 checkGLcall("glMaterialfv");
1290 break;
1291
1292 case GL_EMISSION:
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1294 checkGLcall("glMaterialfv");
1295 break;
1296
1297 case GL_SPECULAR:
1298 /* Only change material color if specular is enabled, otherwise it is set to black */
1299 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1301 checkGLcall("glMaterialfv");
1302 } else {
1303 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1304 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1305 checkGLcall("glMaterialfv");
1306 }
1307 break;
1308 }
1309
1310 context->tracking_parm = Parm;
1311 }
1312
1313 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1314 {
1315 union {
1316 DWORD d;
1317 WINED3DLINEPATTERN lp;
1318 } tmppattern;
1319 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1320
1321 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1322
1323 if (tmppattern.lp.wRepeatFactor) {
1324 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1325 checkGLcall("glLineStipple(repeat, linepattern)");
1326 glEnable(GL_LINE_STIPPLE);
1327 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1328 } else {
1329 glDisable(GL_LINE_STIPPLE);
1330 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1331 }
1332 }
1333
1334 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1335 {
1336 union {
1337 DWORD d;
1338 float f;
1339 } tmpvalue;
1340
1341 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1342 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1343 TRACE("ZBias value %f\n", tmpvalue.f);
1344 glPolygonOffset(0, -tmpvalue.f);
1345 checkGLcall("glPolygonOffset(0, -Value)");
1346 glEnable(GL_POLYGON_OFFSET_FILL);
1347 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1348 glEnable(GL_POLYGON_OFFSET_LINE);
1349 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1350 glEnable(GL_POLYGON_OFFSET_POINT);
1351 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1352 } else {
1353 glDisable(GL_POLYGON_OFFSET_FILL);
1354 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1355 glDisable(GL_POLYGON_OFFSET_LINE);
1356 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1357 glDisable(GL_POLYGON_OFFSET_POINT);
1358 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1359 }
1360 }
1361
1362
1363 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1364 {
1365 if(isStateDirty(context, STATE_VDECL)) {
1366 return;
1367 }
1368 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1369 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1370 * by zero and is not properly defined in opengl, so avoid it
1371 */
1372 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1373 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1374 {
1375 glEnable(GL_NORMALIZE);
1376 checkGLcall("glEnable(GL_NORMALIZE);");
1377 } else {
1378 glDisable(GL_NORMALIZE);
1379 checkGLcall("glDisable(GL_NORMALIZE);");
1380 }
1381 }
1382
1383 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1384 {
1385 union {
1386 DWORD d;
1387 float f;
1388 } tmpvalue;
1389
1390 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1391 if (tmpvalue.f != 1.0f)
1392 {
1393 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1394 }
1395 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1396 if (tmpvalue.f != 64.0f)
1397 {
1398 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1399 }
1400
1401 }
1402
1403 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1404 {
1405 union {
1406 DWORD d;
1407 float f;
1408 } min, max;
1409
1410 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1411 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1412
1413 /* Max point size trumps min point size */
1414 if(min.f > max.f) {
1415 min.f = max.f;
1416 }
1417
1418 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1419 checkGLcall("glPointParameterfEXT(...)");
1420 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1421 checkGLcall("glPointParameterfEXT(...)");
1422 }
1423
1424 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1425 {
1426 union {
1427 DWORD d;
1428 float f;
1429 } min, max;
1430
1431 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1432 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1433
1434 /* Max point size trumps min point size */
1435 if(min.f > max.f) {
1436 min.f = max.f;
1437 }
1438
1439 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1440 checkGLcall("glPointParameterfARB(...)");
1441 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1442 checkGLcall("glPointParameterfARB(...)");
1443 }
1444
1445 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1446 {
1447 const struct wined3d_gl_info *gl_info = context->gl_info;
1448 /* TODO: Group this with the viewport */
1449 /*
1450 * POINTSCALEENABLE controls how point size value is treated. If set to
1451 * true, the point size is scaled with respect to height of viewport.
1452 * When set to false point size is in pixels.
1453 */
1454
1455 /* Default values */
1456 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1457 union {
1458 DWORD d;
1459 float f;
1460 } pointSize, A, B, C;
1461
1462 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1463 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1464 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1465 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1466
1467 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1468 GLfloat scaleFactor;
1469 float h = stateblock->viewport.Height;
1470
1471 if (pointSize.f < gl_info->limits.pointsize_min)
1472 {
1473 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1474 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1475 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1476 * are less than 1.0f. scale_factor = 1.0f / point_size.
1477 */
1478 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1479 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1480 * is 1.0, but then accepts points below that and draws too small points
1481 */
1482 pointSize.f = gl_info->limits.pointsize_min;
1483 }
1484 else if(pointSize.f > gl_info->limits.pointsize_max)
1485 {
1486 /* gl already scales the input to glPointSize,
1487 * d3d scales the result after the point size scale.
1488 * If the point size is bigger than the max size, use the
1489 * scaling to scale it bigger, and set the gl point size to max
1490 */
1491 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1492 TRACE("scale: %f\n", scaleFactor);
1493 pointSize.f = gl_info->limits.pointsize_max;
1494 } else {
1495 scaleFactor = 1.0f;
1496 }
1497 scaleFactor = pow(h * scaleFactor, 2);
1498
1499 att[0] = A.f / scaleFactor;
1500 att[1] = B.f / scaleFactor;
1501 att[2] = C.f / scaleFactor;
1502 }
1503
1504 if (gl_info->supported[ARB_POINT_PARAMETERS])
1505 {
1506 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1507 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1508 }
1509 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1510 {
1511 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1512 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1513 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1514 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1515 }
1516
1517 glPointSize(pointSize.f);
1518 checkGLcall("glPointSize(...);");
1519 }
1520
1521 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1522 {
1523 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1524 }
1525
1526 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1527 {
1528 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1529
1530 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1531 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1532 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1533 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1534 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1535 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1536 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1537 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1538 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1539 checkGLcall("glColorMask(...)");
1540
1541 /* depends on WINED3DRS_COLORWRITEENABLE. */
1542 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1543 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1544 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1545 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1546 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1547 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1548 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1549 }
1550 }
1551
1552 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1553 {
1554 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1555 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1556 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1557 } else {
1558 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1559 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1560 }
1561 }
1562
1563 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1564 {
1565 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1566 TRACE("Last Pixel Drawing Enabled\n");
1567 } else {
1568 static BOOL warned;
1569 if (!warned) {
1570 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1571 warned = TRUE;
1572 } else {
1573 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1574 }
1575 }
1576 }
1577
1578 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1579 {
1580 static BOOL warned;
1581
1582 /* TODO: NV_POINT_SPRITE */
1583 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1584 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1585 FIXME("Point sprites not supported\n");
1586 warned = TRUE;
1587 }
1588 }
1589
1590 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1591 {
1592 const struct wined3d_gl_info *gl_info = context->gl_info;
1593
1594 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1595 {
1596 static BOOL warned;
1597
1598 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1599 {
1600 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1601 {
1602 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1603 warned = TRUE;
1604 }
1605 }
1606
1607 glEnable(GL_POINT_SPRITE_ARB);
1608 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1609 } else {
1610 glDisable(GL_POINT_SPRITE_ARB);
1611 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1612 }
1613 }
1614
1615 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1616 {
1617 /**
1618 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1619 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1620 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1621 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1622
1623 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1624 */
1625 TRACE("Stub\n");
1626 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1627 stateblock->renderState[WINED3DRS_WRAP1] ||
1628 stateblock->renderState[WINED3DRS_WRAP2] ||
1629 stateblock->renderState[WINED3DRS_WRAP3] ||
1630 stateblock->renderState[WINED3DRS_WRAP4] ||
1631 stateblock->renderState[WINED3DRS_WRAP5] ||
1632 stateblock->renderState[WINED3DRS_WRAP6] ||
1633 stateblock->renderState[WINED3DRS_WRAP7] ||
1634 stateblock->renderState[WINED3DRS_WRAP8] ||
1635 stateblock->renderState[WINED3DRS_WRAP9] ||
1636 stateblock->renderState[WINED3DRS_WRAP10] ||
1637 stateblock->renderState[WINED3DRS_WRAP11] ||
1638 stateblock->renderState[WINED3DRS_WRAP12] ||
1639 stateblock->renderState[WINED3DRS_WRAP13] ||
1640 stateblock->renderState[WINED3DRS_WRAP14] ||
1641 stateblock->renderState[WINED3DRS_WRAP15] ) {
1642 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1643 }
1644 }
1645
1646 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1647 {
1648 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1649 WARN("Multisample antialiasing not supported by gl\n");
1650 }
1651 }
1652
1653 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1654 {
1655 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1656 glEnable(GL_MULTISAMPLE_ARB);
1657 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1658 } else {
1659 glDisable(GL_MULTISAMPLE_ARB);
1660 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1661 }
1662 }
1663
1664 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1665 {
1666 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1667 glEnable(GL_SCISSOR_TEST);
1668 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1669 } else {
1670 glDisable(GL_SCISSOR_TEST);
1671 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1672 }
1673 }
1674
1675 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1676 * OpenGL the bias is specified in units of "the smallest value that is
1677 * guaranteed to produce a resolvable offset for a given implementation". To
1678 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1679 * There's no practical way to retrieve that value from a given GL
1680 * implementation, but the D3D application has essentially the same problem,
1681 * which makes a guess of 1e-6f seem reasonable here. Note that
1682 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1683 * need to be scaled. */
1684 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1685 {
1686 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1687 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1688 {
1689 union
1690 {
1691 DWORD d;
1692 float f;
1693 } scale_bias, const_bias;
1694
1695 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1696 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1697
1698 glEnable(GL_POLYGON_OFFSET_FILL);
1699 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1700
1701 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1702 checkGLcall("glPolygonOffset(...)");
1703 } else {
1704 glDisable(GL_POLYGON_OFFSET_FILL);
1705 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1706 }
1707 }
1708
1709 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1710 {
1711 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1712 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1713 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1714 } else {
1715 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1716 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1717 }
1718 }
1719
1720 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1721 {
1722 TRACE("Stub\n");
1723 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1724 FIXME(" Stippled Alpha not supported yet.\n");
1725 }
1726
1727 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1728 {
1729 TRACE("Stub\n");
1730 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1731 FIXME(" Antialias not supported yet.\n");
1732 }
1733
1734 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1735 {
1736 TRACE("Stub\n");
1737 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1738 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1739 }
1740
1741 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1742 {
1743 TRACE("Stub\n");
1744 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1745 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1746 }
1747
1748 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1749 {
1750 union {
1751 DWORD d;
1752 float f;
1753 } tmpvalue;
1754 tmpvalue.f = 1.0f;
1755
1756 TRACE("Stub\n");
1757 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1758 {
1759 static BOOL displayed = FALSE;
1760
1761 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1762 if(!displayed)
1763 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1764
1765 displayed = TRUE;
1766 }
1767 }
1768
1769 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1770 {
1771 TRACE("Stub\n");
1772 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1773 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1774 }
1775
1776 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1777 {
1778 TRACE("Stub\n");
1779 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1780 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1781 }
1782
1783 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1784 {
1785 TRACE("Stub\n");
1786 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1787 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1788 }
1789
1790 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1791 {
1792 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1793 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1794 }
1795 }
1796
1797 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1798 {
1799 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1800 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1801 }
1802 }
1803
1804 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1805 {
1806 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1807 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1808 }
1809 }
1810
1811 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1812 {
1813 if(stateblock->renderState[WINED3DRS_ROP2]) {
1814 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1815 }
1816 }
1817
1818 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1819 {
1820 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1821 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1822 }
1823 }
1824
1825 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1826 {
1827 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1828 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1829 }
1830 }
1831
1832 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1833 {
1834 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1835 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1836 }
1837 }
1838
1839 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1840 {
1841 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1842 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1843 }
1844 }
1845
1846 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1847 {
1848 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1849 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1850 }
1851 }
1852
1853 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1854 {
1855 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1856 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1857 }
1858 }
1859
1860 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1861 {
1862 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1863 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1864 }
1865 }
1866
1867 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1868 {
1869 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1870 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1871 }
1872 }
1873
1874 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1875 {
1876 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1877 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1878 }
1879 }
1880
1881 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1882 {
1883 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1884 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1885 }
1886 }
1887
1888 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1889 {
1890 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1891 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1892 }
1893 }
1894
1895 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1896 {
1897 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1898 {
1899 FIXME("Software vertex processing not implemented.\n");
1900 }
1901 }
1902
1903 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1904 #if defined (GL_VERSION_1_3)
1905 # define useext(A) A
1906 #elif defined (GL_EXT_texture_env_combine)
1907 # define useext(A) A##_EXT
1908 #elif defined (GL_ARB_texture_env_combine)
1909 # define useext(A) A##_ARB
1910 #endif
1911
1912 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1913 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1914 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1915 * flag specifies the complement of the input should be used. */
1916 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1917 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1918
1919 /* Calculate the operand */
1920 if (complement) {
1921 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1922 else *operand = GL_ONE_MINUS_SRC_COLOR;
1923 } else {
1924 if (from_alpha) *operand = GL_SRC_ALPHA;
1925 else *operand = GL_SRC_COLOR;
1926 }
1927
1928 /* Calculate the source */
1929 switch (arg & WINED3DTA_SELECTMASK) {
1930 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1931 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1932 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1933 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1934 case WINED3DTA_SPECULAR:
1935 /*
1936 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1937 * 'Secondary color' and isn't supported until base GL supports it
1938 * There is no concept of temp registers as far as I can tell
1939 */
1940 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1941 *source = GL_TEXTURE;
1942 break;
1943 default:
1944 FIXME("Unrecognized texture arg %#x\n", arg);
1945 *source = GL_TEXTURE;
1946 break;
1947 }
1948 }
1949
1950 /* Setup the texture operations texture stage states */
1951 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1952 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1953 {
1954 const struct wined3d_gl_info *gl_info = context->gl_info;
1955 GLenum src1, src2, src3;
1956 GLenum opr1, opr2, opr3;
1957 GLenum comb_target;
1958 GLenum src0_target, src1_target, src2_target;
1959 GLenum opr0_target, opr1_target, opr2_target;
1960 GLenum scal_target;
1961 GLenum opr=0, invopr, src3_target, opr3_target;
1962 BOOL Handled = FALSE;
1963 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1964
1965 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1966
1967 /* This is called by a state handler which has the gl lock held and a context for the thread */
1968
1969 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1970 the form (a1 <operation> a2). However, some of the more complex operations
1971 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1972 in a third parameter called a0. Therefore these are operations of the form
1973 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1974
1975 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1976 functions below, expect their syntax to differ slightly to those listed in the
1977 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1978 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1979
1980 if (isAlpha) {
1981 comb_target = useext(GL_COMBINE_ALPHA);
1982 src0_target = useext(GL_SOURCE0_ALPHA);
1983 src1_target = useext(GL_SOURCE1_ALPHA);
1984 src2_target = useext(GL_SOURCE2_ALPHA);
1985 opr0_target = useext(GL_OPERAND0_ALPHA);
1986 opr1_target = useext(GL_OPERAND1_ALPHA);
1987 opr2_target = useext(GL_OPERAND2_ALPHA);
1988 scal_target = GL_ALPHA_SCALE;
1989 }
1990 else {
1991 comb_target = useext(GL_COMBINE_RGB);
1992 src0_target = useext(GL_SOURCE0_RGB);
1993 src1_target = useext(GL_SOURCE1_RGB);
1994 src2_target = useext(GL_SOURCE2_RGB);
1995 opr0_target = useext(GL_OPERAND0_RGB);
1996 opr1_target = useext(GL_OPERAND1_RGB);
1997 opr2_target = useext(GL_OPERAND2_RGB);
1998 scal_target = useext(GL_RGB_SCALE);
1999 }
2000
2001 /* If a texture stage references an invalid texture unit the stage just
2002 * passes through the result from the previous stage */
2003 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2004 arg1 = WINED3DTA_CURRENT;
2005 op = WINED3DTOP_SELECTARG1;
2006 }
2007
2008 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2009 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2010 } else {
2011 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2012 }
2013 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2014 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2015
2016 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2017
2018 Handled = TRUE; /* Assume will be handled */
2019
2020 /* Other texture operations require special extensions: */
2021 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2022 {
2023 if (isAlpha) {
2024 opr = GL_SRC_ALPHA;
2025 invopr = GL_ONE_MINUS_SRC_ALPHA;
2026 src3_target = GL_SOURCE3_ALPHA_NV;
2027 opr3_target = GL_OPERAND3_ALPHA_NV;
2028 } else {
2029 opr = GL_SRC_COLOR;
2030 invopr = GL_ONE_MINUS_SRC_COLOR;
2031 src3_target = GL_SOURCE3_RGB_NV;
2032 opr3_target = GL_OPERAND3_RGB_NV;
2033 }
2034 switch (op) {
2035 case WINED3DTOP_DISABLE: /* Only for alpha */
2036 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2037 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2038 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2039 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2040 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2041 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2042 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2043 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2044 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2045 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2046 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2047 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2048 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2049 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2050 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2051 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2052 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2053 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2054 break;
2055 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2056 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2057 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2058 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2059 if (op == WINED3DTOP_SELECTARG1) {
2060 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2061 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2062 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2063 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2064 } else {
2065 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2066 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2067 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2068 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2069 }
2070 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2071 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2073 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2074 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2076 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2077 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2078 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2081 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2082 break;
2083
2084 case WINED3DTOP_MODULATE:
2085 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2086 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2087 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2088 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2089 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2090 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2091 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2092 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2093 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2094 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2095 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2096 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2097 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2098 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2099 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2100 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2101 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2102 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2103 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2104 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2105 break;
2106 case WINED3DTOP_MODULATE2X:
2107 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2108 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2109 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2110 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2111 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2112 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2113 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2114 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2115 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2116 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2117 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2118 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2119 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2120 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2121 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2122 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2123 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2124 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2125 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2126 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2127 break;
2128 case WINED3DTOP_MODULATE4X:
2129 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2130 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2131 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2132 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2133 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2134 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2135 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2136 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2137 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2138 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2139 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2140 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2141 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2142 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2143 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2144 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2145 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2146 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2147 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2148 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2149 break;
2150
2151 case WINED3DTOP_ADD:
2152 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2153 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2154 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2155 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2156 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2157 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2158 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2160 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2161 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2162 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2163 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2164 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2165 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2166 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2168 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2169 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2170 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2171 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2172 break;
2173
2174 case WINED3DTOP_ADDSIGNED:
2175 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2176 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2177 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2178 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2179 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2180 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2181 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2182 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2183 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2184 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2185 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2186 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2187 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2188 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2189 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2190 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2191 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2192 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2193 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2194 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2195 break;
2196
2197 case WINED3DTOP_ADDSIGNED2X:
2198 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2199 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2200 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2201 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2202 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2203 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2204 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2206 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2207 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2208 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2209 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2210 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2211 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2212 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2213 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2214 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2215 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2216 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2217 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2218 break;
2219
2220 case WINED3DTOP_ADDSMOOTH:
2221 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2222 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2223 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2224 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2225 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2226 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2227 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2229 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2230 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2231 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2232 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2233 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2234 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2235 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2236 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2237 switch (opr1) {
2238 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2239 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2240 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2241 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2242 }
2243 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2244 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2245 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2246 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2247 break;
2248
2249 case WINED3DTOP_BLENDDIFFUSEALPHA:
2250 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2251 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2252 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2253 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2254 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2255 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2256 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2257 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2258 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2259 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2260 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2261 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2262 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2263 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2264 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2265 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2266 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2267 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2268 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2269 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2270 break;
2271 case WINED3DTOP_BLENDTEXTUREALPHA:
2272 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2273 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2274 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2275 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2276 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2277 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2278 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2279 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2280 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2281 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2282 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2283 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2284 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2285 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2286 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2287 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2288 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2289 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2290 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2291 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2292 break;
2293 case WINED3DTOP_BLENDFACTORALPHA:
2294 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2295 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2296 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2297 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2298 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2299 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2300 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2301 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2302 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2303 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2304 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2305 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2306 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2307 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2308 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2309 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2310 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2311 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2312 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2313 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2314 break;
2315 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2316 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2317 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2318 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2319 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2320 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2321 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2322 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2323 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2324 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2325 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2326 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2327 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2328 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2329 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2330 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2331 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2332 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2333 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2334 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2335 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2336 break;
2337 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2338 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2339 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2340 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2341 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2342 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2343 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2344 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2345 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2346 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2347 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2348 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2349 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2350 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2351 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2352 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2353 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2354 switch (opr) {
2355 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2356 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2357 }
2358 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2359 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2360 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2361 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2362 break;
2363 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2364 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2365 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2366 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2367 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2368 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2369 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2370 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2371 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2372 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2373 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2374 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2375 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2376 switch (opr1) {
2377 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2378 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2379 }
2380 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2381 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2382 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2383 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2384 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2385 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2386 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2387 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2388 break;
2389 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2390 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2391 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2392 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2393 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2394 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2395 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2396 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2397 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2398 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2399 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2400 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2401 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2402 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2403 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2404 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2405 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2406 switch (opr1) {
2407 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2408 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2409 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2410 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2411 }
2412 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2413 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2414 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2416 break;
2417 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2418 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2420 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2422 switch (opr1) {
2423 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2424 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2425 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2426 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2427 }
2428 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2429 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2430 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2431 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2432 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2433 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2434 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2435 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2436 switch (opr1) {
2437 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2438 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2439 }
2440 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2441 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2442 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2443 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2444 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2445 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2446 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2447 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2448 break;
2449 case WINED3DTOP_MULTIPLYADD:
2450 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2451 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2452 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2453 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2454 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2455 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2456 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2457 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2458 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2459 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2460 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2461 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2462 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2463 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2464 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2466 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2470 break;
2471
2472 case WINED3DTOP_BUMPENVMAP:
2473 {
2474 }
2475
2476 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2477 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2478
2479 default:
2480 Handled = FALSE;
2481 }
2482 if (Handled) {
2483 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2484 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2485
2486 return;
2487 }
2488 } /* GL_NV_texture_env_combine4 */
2489
2490 Handled = TRUE; /* Again, assume handled */
2491 switch (op) {
2492 case WINED3DTOP_DISABLE: /* Only for alpha */
2493 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2494 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2495 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2496 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2497 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2498 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2499 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2500 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2501 break;
2502 case WINED3DTOP_SELECTARG1:
2503 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2504 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2505 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2506 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2507 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2508 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2509 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2510 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2511 break;
2512 case WINED3DTOP_SELECTARG2:
2513 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2514 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2515 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2517 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2519 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2521 break;
2522 case WINED3DTOP_MODULATE:
2523 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2525 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2527 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2529 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2530 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2531 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2532 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2533 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2534 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2535 break;
2536 case WINED3DTOP_MODULATE2X:
2537 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2538 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2539 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2540 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2541 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2542 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2543 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2544 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2545 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2546 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2547 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2548 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2549 break;
2550 case WINED3DTOP_MODULATE4X:
2551 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2552 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2553 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2554 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2557 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2558 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2560 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2563 break;
2564 case WINED3DTOP_ADD:
2565 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2566 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2567 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2568 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2569 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2570 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2571 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2572 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2573 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2574 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2575 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2576 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2577 break;
2578 case WINED3DTOP_ADDSIGNED:
2579 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2580 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2581 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2582 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2583 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2584 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2585 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2586 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2587 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2588 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2589 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2590 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2591 break;
2592 case WINED3DTOP_ADDSIGNED2X:
2593 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2594 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2595 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2596 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2597 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2598 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2599 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2600 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2601 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2602 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2603 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2604 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2605 break;
2606 case WINED3DTOP_SUBTRACT:
2607 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2608 {
2609 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2610 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2611 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2612 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2613 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2615 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2617 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2619 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621 } else {
2622 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2623 }
2624 break;
2625
2626 case WINED3DTOP_BLENDDIFFUSEALPHA:
2627 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2629 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2638 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2639 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2640 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2641 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2642 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2643 break;
2644 case WINED3DTOP_BLENDTEXTUREALPHA:
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2647 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2649 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2651 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2652 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2653 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2654 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2655 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2656 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2657 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2658 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2659 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2660 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2661 break;
2662 case WINED3DTOP_BLENDFACTORALPHA:
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2674 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2675 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2676 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2677 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2679 break;
2680 case WINED3DTOP_BLENDCURRENTALPHA:
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2692 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2693 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2694 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2695 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2697 break;
2698 case WINED3DTOP_DOTPRODUCT3:
2699 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2700 {
2701 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2702 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2703 }
2704 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2705 {
2706 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2707 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2708 } else {
2709 FIXME("This version of opengl does not support GL_DOT3\n");
2710 }
2711 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2712 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2713 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2714 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2715 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2716 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2717 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2718 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2719 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2721 break;
2722 case WINED3DTOP_LERP:
2723 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2724 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2725 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2726 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2727 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2728 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2729 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2730 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2731 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2732 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2733 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2734 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2735 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2736 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2737 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2738 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2739 break;
2740 case WINED3DTOP_ADDSMOOTH:
2741 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2742 {
2743 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2745 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 switch (opr1) {
2748 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2749 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2750 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2751 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2752 }
2753 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2754 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2755 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2756 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2757 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2758 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2759 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2760 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2761 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2762 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2763 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2764 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2765 } else
2766 Handled = FALSE;
2767 break;
2768 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2769 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2770 {
2771 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2772 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2773 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2774 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2775 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2777 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2779 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2780 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2781 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2782 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2783 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2784 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2785 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2786 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2787 } else
2788 Handled = FALSE;
2789 break;
2790 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2791 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2792 {
2793 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2794 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2795 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2797 switch (opr1) {
2798 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2799 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2800 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2801 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2802 }
2803 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2804 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2805 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2806 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2807 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2808 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2809 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2810 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2811 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2812 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2813 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2814 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2815 } else
2816 Handled = FALSE;
2817 break;
2818 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2819 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2820 {
2821 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2822 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2823 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2824 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2825 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2826 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2827 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2828 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2829 switch (opr1) {
2830 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2831 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2832 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2833 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2834 }
2835 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2836 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2837 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2838 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2839 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2840 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2841 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2842 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2843 } else
2844 Handled = FALSE;
2845 break;
2846 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2847 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2848 {
2849 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2850 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2851 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2852 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2853 switch (opr1) {
2854 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2855 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2856 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2857 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2858 }
2859 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2860 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2861 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2862 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2863 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2864 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2865 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2866 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2867 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2868 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2869 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2870 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2871 } else
2872 Handled = FALSE;
2873 break;
2874 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2875 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2876 {
2877 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2878 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2879 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2880 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2881 switch (opr1) {
2882 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2883 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2884 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2885 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2886 }
2887 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2889 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2891 switch (opr1) {
2892 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2893 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2894 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2895 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2896 }
2897 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2898 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2899 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2900 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2901 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2902 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2903 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2904 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2905 } else
2906 Handled = FALSE;
2907 break;
2908 case WINED3DTOP_MULTIPLYADD:
2909 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2910 {
2911 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2912 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2913 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2914 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2915 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2916 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2917 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2918 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2919 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2920 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2921 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2922 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2923 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2924 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2925 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2926 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2927 } else
2928 Handled = FALSE;
2929 break;
2930 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2931 case WINED3DTOP_BUMPENVMAP:
2932 if (gl_info->supported[NV_TEXTURE_SHADER2])
2933 {
2934 /* Technically texture shader support without register combiners is possible, but not expected to occur
2935 * on real world cards, so for now a fixme should be enough
2936 */
2937 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2938 }
2939 default:
2940 Handled = FALSE;
2941 }
2942
2943 if (Handled) {
2944 BOOL combineOK = TRUE;
2945 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2946 {
2947 DWORD op2;
2948
2949 if (isAlpha) {
2950 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2951 } else {
2952 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2953 }
2954
2955 /* Note: If COMBINE4 in effect can't go back to combine! */
2956 switch (op2) {
2957 case WINED3DTOP_ADDSMOOTH:
2958 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2959 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2960 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2961 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2962 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2963 case WINED3DTOP_MULTIPLYADD:
2964 /* Ignore those implemented in both cases */
2965 switch (op) {
2966 case WINED3DTOP_SELECTARG1:
2967 case WINED3DTOP_SELECTARG2:
2968 combineOK = FALSE;
2969 Handled = FALSE;
2970 break;
2971 default:
2972 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2973 return;
2974 }
2975 }
2976 }
2977
2978 if (combineOK) {
2979 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2980 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2981
2982 return;
2983 }
2984 }
2985
2986 /* After all the extensions, if still unhandled, report fixme */
2987 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2988 }
2989
2990
2991 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2992 {
2993 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2994 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
2995 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
2996 const struct wined3d_gl_info *gl_info = context->gl_info;
2997
2998 TRACE("Setting color op for stage %d\n", stage);
2999
3000 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3001 if (use_ps(stateblock)) return;
3002
3003 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3004
3005 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3006 {
3007 if (tex_used && mapped_stage >= gl_info->limits.textures)
3008 {
3009 FIXME("Attempt to enable unsupported stage!\n");
3010 return;
3011 }
3012 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3013 checkGLcall("glActiveTextureARB");
3014 }
3015
3016 if(stage >= stateblock->lowest_disabled_stage) {
3017 TRACE("Stage disabled\n");
3018 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3019 {
3020 /* Disable everything here */
3021 glDisable(GL_TEXTURE_2D);
3022 checkGLcall("glDisable(GL_TEXTURE_2D)");
3023 glDisable(GL_TEXTURE_3D);
3024 checkGLcall("glDisable(GL_TEXTURE_3D)");
3025 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3026 {
3027 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3028 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3029 }
3030 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3031 {
3032 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3033 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3034 }
3035 }
3036 /* All done */
3037 return;
3038 }
3039
3040 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3041 * if the sampler for this stage is dirty
3042 */
3043 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3044 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3045 }
3046
3047 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3048 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3049 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3050 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3051 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3052 }
3053
3054 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3055 {
3056 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3057 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3058 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3059 const struct wined3d_gl_info *gl_info = context->gl_info;
3060 DWORD op, arg1, arg2, arg0;
3061
3062 TRACE("Setting alpha op for stage %d\n", stage);
3063 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3064 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3065 {
3066 if (tex_used && mapped_stage >= gl_info->limits.textures)
3067 {
3068 FIXME("Attempt to enable unsupported stage!\n");
3069 return;
3070 }
3071 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3072 checkGLcall("glActiveTextureARB");
3073 }
3074
3075 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3076 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3077 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3078 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3079
3080 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3081 {
3082 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3083
3084 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3085 {
3086 IWineD3DSurfaceImpl *surf;
3087
3088 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3089
3090 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3091 {
3092 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3093 * properly. On the other hand applications can still use texture combiners apparently. This code
3094 * takes care that apps cannot remove the texture's alpha channel entirely.
3095 *
3096 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3097 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3098 * and alpha component of diffuse color to draw things like translucent text and perform other
3099 * blending effects.
3100 *
3101 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3102 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3103 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3104 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3105 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3106 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3107 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3108 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3109 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3110 * alpha.
3111 *
3112 * What to do with multitexturing? So far no app has been found that uses color keying with
3113 * multitexturing */
3114 if (op == WINED3DTOP_DISABLE)
3115 {
3116 arg1 = WINED3DTA_TEXTURE;
3117 op = WINED3DTOP_SELECTARG1;
3118 }
3119 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3120 {
3121 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3122 {
3123 arg2 = WINED3DTA_TEXTURE;
3124 op = WINED3DTOP_MODULATE;
3125 }
3126 else arg1 = WINED3DTA_TEXTURE;
3127 }
3128 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3129 {
3130 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3131 {
3132 arg1 = WINED3DTA_TEXTURE;
3133 op = WINED3DTOP_MODULATE;
3134 }
3135 else arg2 = WINED3DTA_TEXTURE;
3136 }
3137 }
3138 }
3139 }
3140
3141 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3142 * this if block here, and the other code(color keying, texture unit selection) are the same
3143 */
3144 TRACE("Setting alpha op for stage %d\n", stage);
3145 if (gl_info->supported[NV_REGISTER_COMBINERS])
3146 {
3147 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3148 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3149 }
3150 else
3151 {
3152 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3153 }
3154 }
3155
3156 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3157 {
3158 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3159 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3160 BOOL generated;
3161 int coordIdx;
3162
3163 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3164 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3165 {
3166 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3167 return;
3168 }
3169
3170 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3171 if (mapped_stage >= context->gl_info->limits.textures) return;
3172
3173 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3174 checkGLcall("glActiveTextureARB");
3175 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3176 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3177
3178 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3179 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3180 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3181 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3182 : WINED3DFMT_UNKNOWN,
3183 stateblock->device->frag_pipe->ffp_proj_control);
3184
3185 /* The sampler applying function calls us if this changes */
3186 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3187 {
3188 if(generated) {
3189 FIXME("Non-power2 texture being used with generated texture coords\n");
3190 }
3191 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3192 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3193 if (!use_ps(stateblock)) {
3194 TRACE("Non power two matrix multiply fixup\n");
3195 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3196 }
3197 }
3198 }
3199
3200 static void unloadTexCoords(const struct wined3d_context *context)
3201 {
3202 unsigned int texture_idx;
3203
3204 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3205 {
3206 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3207 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3208 }
3209 }
3210
3211 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3212 const struct wined3d_stream_info *si, GLuint *curVBO)
3213 {
3214 const struct wined3d_gl_info *gl_info = context->gl_info;
3215 const UINT *offset = stateblock->streamOffset;
3216 unsigned int mapped_stage = 0;
3217 unsigned int textureNo = 0;
3218
3219 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3220 {
3221 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3222
3223 mapped_stage = stateblock->device->texUnitMap[textureNo];
3224 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3225
3226 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3227 {
3228 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3229
3230 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3231 textureNo, mapped_stage, coordIdx, e->data);
3232
3233 if (*curVBO != e->buffer_object)
3234 {
3235 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3236 checkGLcall("glBindBufferARB");
3237 *curVBO = e->buffer_object;
3238 }
3239
3240 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3241 checkGLcall("glClientActiveTextureARB");
3242
3243 /* The coords to supply depend completely on the fvf / vertex shader */
3244 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3245 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3246 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3247 } else {
3248 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3249 }
3250 }
3251 if (gl_info->supported[NV_REGISTER_COMBINERS])
3252 {
3253 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3254 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3255 {
3256 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3257 }
3258 }
3259
3260 checkGLcall("loadTexCoords");
3261 }
3262
3263 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3264 {
3265 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3266 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3267 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3268 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3269 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3270 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3271 const struct wined3d_gl_info *gl_info = context->gl_info;
3272
3273 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3274 {
3275 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3276 return;
3277 }
3278
3279 if (mapped_stage >= gl_info->limits.fragment_samplers)
3280 {
3281 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3282 return;
3283 }
3284 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3285 checkGLcall("glActiveTextureARB");
3286
3287 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3288 *
3289 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3290 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3291 * means use the vertex position (camera-space) as the input texture coordinates
3292 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3293 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3294 * to the TEXCOORDINDEX value
3295 */
3296 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3297 {
3298 case WINED3DTSS_TCI_PASSTHRU:
3299 /* Use the specified texture coordinates contained within the
3300 * vertex format. This value resolves to zero. */
3301 glDisable(GL_TEXTURE_GEN_S);
3302 glDisable(GL_TEXTURE_GEN_T);
3303 glDisable(GL_TEXTURE_GEN_R);
3304 glDisable(GL_TEXTURE_GEN_Q);
3305 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3306 break;
3307
3308 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3309 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3310 * as the input texture coordinates for this stage's texture transformation. This
3311 * equates roughly to EYE_LINEAR */
3312
3313 glMatrixMode(GL_MODELVIEW);
3314 glPushMatrix();
3315 glLoadIdentity();
3316 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3317 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3318 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3319 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3320 glPopMatrix();
3321 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3322
3323 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3324 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3325 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3326 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3327
3328 glEnable(GL_TEXTURE_GEN_S);
3329 glEnable(GL_TEXTURE_GEN_T);
3330 glEnable(GL_TEXTURE_GEN_R);
3331 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3332
3333 break;
3334
3335 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3336 /* Note that NV_TEXGEN_REFLECTION support is implied when
3337 * ARB_TEXTURE_CUBE_MAP is supported */
3338 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3339 {
3340 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3341 break;
3342 }
3343
3344 glMatrixMode(GL_MODELVIEW);
3345 glPushMatrix();
3346 glLoadIdentity();
3347 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3348 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3349 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3350 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3351 glPopMatrix();
3352 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3353
3354 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3355 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3356 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3357 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3358
3359 glEnable(GL_TEXTURE_GEN_S);
3360 glEnable(GL_TEXTURE_GEN_T);
3361 glEnable(GL_TEXTURE_GEN_R);
3362 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3363
3364 break;
3365
3366 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3367 /* Note that NV_TEXGEN_REFLECTION support is implied when
3368 * ARB_TEXTURE_CUBE_MAP is supported */
3369 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3370 {
3371 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3372 break;
3373 }
3374
3375 glMatrixMode(GL_MODELVIEW);
3376 glPushMatrix();
3377 glLoadIdentity();
3378 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3379 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3380 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3381 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3382 glPopMatrix();
3383 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3384
3385 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3386 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3387 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3388 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3389
3390 glEnable(GL_TEXTURE_GEN_S);
3391 glEnable(GL_TEXTURE_GEN_T);
3392 glEnable(GL_TEXTURE_GEN_R);
3393 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3394
3395 break;
3396
3397 case WINED3DTSS_TCI_SPHEREMAP:
3398 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3399 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3400 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3401
3402 glEnable(GL_TEXTURE_GEN_S);
3403 glEnable(GL_TEXTURE_GEN_T);
3404 glDisable(GL_TEXTURE_GEN_R);
3405 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3406
3407 break;
3408
3409 default:
3410 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3411 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3412 glDisable(GL_TEXTURE_GEN_S);
3413 glDisable(GL_TEXTURE_GEN_T);
3414 glDisable(GL_TEXTURE_GEN_R);
3415 glDisable(GL_TEXTURE_GEN_Q);
3416 checkGLcall("Disable texgen.");
3417
3418 break;
3419 }
3420
3421 /* Update the texture matrix */
3422 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3423 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3424 }
3425
3426 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3427 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3428 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3429 * and do all the things linked to it
3430 * TODO: Tidy that up to reload only the arrays of the changed unit
3431 */
3432 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3433
3434 unloadTexCoords(context);
3435 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3436 }
3437 }
3438
3439 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3440 {
3441 IWineD3DDeviceImpl *device = stateblock->device;
3442
3443 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3444 * has an update pending
3445 */
3446 if(isStateDirty(context, STATE_VDECL) ||
3447 isStateDirty(context, STATE_PIXELSHADER)) {
3448 return;
3449 }
3450
3451 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3452 }
3453
3454 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3455 {
3456 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3457
3458 if (stateblock->pixelShader && stage != 0
3459 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3460 {
3461 /* The pixel shader has to know the luminance scale. Do a constants update if it
3462 * isn't scheduled anyway
3463 */
3464 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3465 !isStateDirty(context, STATE_PIXELSHADER)) {
3466 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3467 }
3468 }
3469 }
3470
3471 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3472 {
3473 const DWORD sampler = state - STATE_SAMPLER(0);
3474 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3475
3476 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3477
3478 if(!texture) return;
3479 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3480 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3481 * scaling is reapplied or removed, the texture matrix has to be reapplied
3482 *
3483 * The mapped stage is already active because the sampler() function below, which is part of the
3484 * misc pipeline
3485 */
3486 if(sampler < MAX_TEXTURES) {
3487 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3488
3489 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3490 {
3491 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3492 else context->lastWasPow2Texture &= ~(1 << sampler);
3493 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3494 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3495 }
3496 }
3497 }
3498
3499 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3500 {
3501 DWORD sampler = state - STATE_SAMPLER(0);
3502 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3503 const struct wined3d_gl_info *gl_info = context->gl_info;
3504 union {
3505 float f;
3506 DWORD d;
3507 } tmpvalue;
3508
3509 TRACE("Sampler: %d\n", sampler);
3510 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3511 * only has to bind textures and set the per texture states
3512 */
3513
3514 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3515 {
3516 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3517 return;
3518 }
3519
3520 if (mapped_stage >= gl_info->limits.combined_samplers)
3521 {
3522 return;
3523 }
3524 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3525 checkGLcall("glActiveTextureARB");
3526
3527 if(stateblock->textures[sampler]) {
3528 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3529 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3530 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3531 basetexture_apply_state_changes(stateblock->textures[sampler],
3532 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3533
3534 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3535 {
3536 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3537 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3538 GL_TEXTURE_LOD_BIAS_EXT,
3539 tmpvalue.f);
3540 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3541 }
3542
3543 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3544 {
3545 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3546 /* If color keying is enabled update the alpha test, it depends on the existence
3547 * of a color key in stage 0
3548 */
3549 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3550 }
3551 }
3552
3553 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3554 if (!tex_impl->baseTexture.pow2Matrix_identity)
3555 {
3556 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3557 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3558 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3559 }
3560 }
3561 else if (mapped_stage < gl_info->limits.textures)
3562 {
3563 if(sampler < stateblock->lowest_disabled_stage) {
3564 /* TODO: What should I do with pixel shaders here ??? */
3565 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3566 /* If color keying is enabled update the alpha test, it depends on the existence
3567 * of a color key in stage 0
3568 */
3569 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3570 }
3571 } /* Otherwise tex_colorop disables the stage */
3572 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3573 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3574 }
3575 }
3576
3577 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3578 {
3579 IWineD3DDeviceImpl *device = stateblock->device;
3580 BOOL use_pshader = use_ps(stateblock);
3581 BOOL use_vshader = use_vs(stateblock);
3582 int i;
3583
3584 if (use_pshader) {
3585 if(!context->last_was_pshader) {
3586 /* Former draw without a pixel shader, some samplers
3587 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3588 * make sure to enable them
3589 */
3590 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3591 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3592 sampler(STATE_SAMPLER(i), stateblock, context);
3593 }
3594 }
3595 context->last_was_pshader = TRUE;
3596 } else {
3597 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3598 * if a different texture was bound. I don't have to do anything.
3599 */
3600 }
3601 } else {
3602 /* Disabled the pixel shader - color ops weren't applied
3603 * while it was enabled, so re-apply them. */
3604 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3605 {
3606 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3607 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3608 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3609 }
3610 }
3611 context->last_was_pshader = FALSE;
3612 }
3613
3614 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3615 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3616
3617 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3618 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3619 }
3620 }
3621 }
3622
3623 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3624 {
3625 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3626 if (stateblock->pixelShader && stage != 0
3627 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3628 {
3629 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3630 * anyway
3631 */
3632 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3633 !isStateDirty(context, STATE_PIXELSHADER)) {
3634 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3635 }
3636 }
3637 }
3638
3639 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3640 {
3641 /* This function is called by transform_view below if the view matrix was changed too
3642 *
3643 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3644 * does not always update the world matrix, only on a switch between transformed
3645 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3646 * draw, but that should be rather rare and cheaper in total.
3647 */
3648 glMatrixMode(GL_MODELVIEW);
3649 checkGLcall("glMatrixMode");
3650
3651 if(context->last_was_rhw) {
3652 glLoadIdentity();
3653 checkGLcall("glLoadIdentity()");
3654 } else {
3655 /* In the general case, the view matrix is the identity matrix */
3656 if (stateblock->device->view_ident)
3657 {
3658 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3659 checkGLcall("glLoadMatrixf");
3660 }
3661 else
3662 {
3663 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3664 checkGLcall("glLoadMatrixf");
3665 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3666 checkGLcall("glMultMatrixf");
3667 }
3668 }
3669 }
3670
3671 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3672 {
3673 UINT index = state - STATE_CLIPPLANE(0);
3674
3675 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3676 {
3677 return;
3678 }
3679
3680 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3681 if(!use_vs(stateblock)) {
3682 glMatrixMode(GL_MODELVIEW);
3683 glPushMatrix();
3684 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3685 } else {
3686 /* with vertex shaders, clip planes are not transformed in direct3d,
3687 * in OpenGL they are still transformed by the model view.
3688 * Use this to swap the y coordinate if necessary
3689 */
3690 glMatrixMode(GL_MODELVIEW);
3691 glPushMatrix();
3692 glLoadIdentity();
3693 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3694 }
3695
3696 TRACE("Clipplane [%f,%f,%f,%f]\n",
3697 stateblock->clipplane[index][0],
3698 stateblock->clipplane[index][1],
3699 stateblock->clipplane[index][2],
3700 stateblock->clipplane[index][3]);
3701 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3702 checkGLcall("glClipPlane");
3703
3704 glPopMatrix();
3705 }
3706
3707 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3708 {
3709 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3710 GLenum glMat;
3711 TRACE("Setting world matrix %d\n", matrix);
3712
3713 if (matrix >= context->gl_info->limits.blends)
3714 {
3715 WARN("Unsupported blend matrix set\n");
3716 return;
3717 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3718 return;
3719 }
3720
3721 /* GL_MODELVIEW0_ARB: 0x1700
3722 * GL_MODELVIEW1_ARB: 0x850a
3723 * GL_MODELVIEW2_ARB: 0x8722
3724 * GL_MODELVIEW3_ARB: 0x8723
3725 * etc
3726 * GL_MODELVIEW31_ARB: 0x873F
3727 */
3728 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3729 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3730
3731 glMatrixMode(glMat);
3732 checkGLcall("glMatrixMode(glMat)");
3733
3734 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3735 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3736 */
3737 if (stateblock->device->view_ident)
3738 {
3739 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3740 checkGLcall("glLoadMatrixf");
3741 }
3742 else
3743 {
3744 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3745 checkGLcall("glLoadMatrixf");
3746 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3747 checkGLcall("glMultMatrixf");
3748 }
3749 }
3750
3751 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3752 {
3753 static BOOL once = FALSE;
3754
3755 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3756 case WINED3DVBF_1WEIGHTS:
3757 case WINED3DVBF_2WEIGHTS:
3758 case WINED3DVBF_3WEIGHTS:
3759 if(!once) {
3760 once = TRUE;
3761 /* TODO: Implement vertex blending in drawStridedSlow */
3762 FIXME("Vertex blending enabled, but not supported by hardware\n");
3763 }
3764 break;
3765
3766 case WINED3DVBF_TWEENING:
3767 WARN("Tweening not supported yet\n");
3768 }
3769 }
3770
3771 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3772 {
3773 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3774
3775 switch(val) {
3776 case WINED3DVBF_1WEIGHTS:
3777 case WINED3DVBF_2WEIGHTS:
3778 case WINED3DVBF_3WEIGHTS:
3779 glEnable(GL_VERTEX_BLEND_ARB);
3780 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3781
3782 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3783 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3784 */
3785 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3786
3787 if (!stateblock->device->vertexBlendUsed)
3788 {
3789 unsigned int i;
3790 for (i = 1; i < context->gl_info->limits.blends; ++i)
3791 {
3792 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3793 {
3794 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3795 }
3796 }
3797 stateblock->device->vertexBlendUsed = TRUE;
3798 }
3799 break;
3800
3801 case WINED3DVBF_DISABLE:
3802 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3803 glDisable(GL_VERTEX_BLEND_ARB);
3804 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3805 break;
3806
3807 case WINED3DVBF_TWEENING:
3808 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3809 * vertex weights in the vertices?
3810 * For now we don't report that as supported, so a warn should suffice
3811 */
3812 WARN("Tweening not supported yet\n");
3813 break;
3814 }
3815 }
3816
3817 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3818 {
3819 const struct wined3d_gl_info *gl_info = context->gl_info;
3820 const struct wined3d_light_info *light = NULL;
3821 unsigned int k;
3822
3823 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3824 * NOTE: We have to reset the positions even if the light/plane is not currently
3825 * enabled, since the call to enable it will not reset the position.
3826 * NOTE2: Apparently texture transforms do NOT need reapplying
3827 */
3828
3829 glMatrixMode(GL_MODELVIEW);
3830 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3831 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3832 checkGLcall("glLoadMatrixf(...)");
3833
3834 /* Reset lights. TODO: Call light apply func */
3835 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3836 {
3837 light = stateblock->activeLights[k];
3838 if(!light) continue;
3839 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3840 checkGLcall("glLightfv posn");
3841 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3842 checkGLcall("glLightfv dirn");
3843 }
3844
3845 /* Reset Clipping Planes */
3846 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3847 {
3848 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3849 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3850 }
3851 }
3852
3853 if(context->last_was_rhw) {
3854 glLoadIdentity();
3855 checkGLcall("glLoadIdentity()");
3856 /* No need to update the world matrix, the identity is fine */
3857 return;
3858 }
3859
3860 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3861 * No need to do it here if the state is scheduled for update.
3862 */
3863 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3864 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3865 }
3866
3867 /* Avoid looping over a number of matrices if the app never used the functionality */
3868 if (stateblock->device->vertexBlendUsed)
3869 {
3870 for (k = 1; k < gl_info->limits.blends; ++k)
3871 {
3872 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3873 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3874 }
3875 }
3876 }
3877 }
3878
3879 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3880 {
3881 glMatrixMode(GL_PROJECTION);
3882 checkGLcall("glMatrixMode(GL_PROJECTION)");
3883 glLoadIdentity();
3884 checkGLcall("glLoadIdentity");
3885
3886 if (context->last_was_rhw)
3887 {
3888 double x = stateblock->viewport.X;
3889 double y = stateblock->viewport.Y;
3890 double w = stateblock->viewport.Width;
3891 double h = stateblock->viewport.Height;
3892
3893 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3894 if (context->render_offscreen)
3895 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3896 else
3897 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3898 checkGLcall("glOrtho");
3899
3900 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3901 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3902 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3903
3904 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3905 * render everything upside down when rendering offscreen. */
3906 if (context->render_offscreen)
3907 {
3908 glScalef(1.0f, -1.0f, 1.0f);
3909 checkGLcall("glScalef");
3910 }
3911 } else {
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)
3918 instead.
3919
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
3922 half a pixel.
3923
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
3929 */
3930
3931 /*
3932 * Careful with the order of operations here, we're essentially working backwards:
3933 * x = x + 1/w;
3934 * y = (y - 1/h) * flip;
3935 * z = z * 2 - 1;
3936 *
3937 * Becomes:
3938 * glTranslatef(0.0, 0.0, -1.0);
3939 * glScalef(1.0, 1.0, 2.0);
3940 *
3941 * glScalef(1.0, flip, 1.0);
3942 * glTranslatef(1/w, -1/h, 0.0);
3943 *
3944 * This is equivalent to:
3945 * glTranslatef(1/w, -flip/h, -1.0)
3946 * glScalef(1.0, flip, 2.0);
3947 */
3948
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) / stateblock->viewport.Width;
3954 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3955
3956 if (context->render_offscreen)
3957 {
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);
3963 } else {
3964 glTranslatef(xoffset, yoffset, -1.0f);
3965 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3966 glScalef(1.0f, 1.0f, 2.0f);
3967 }
3968 checkGLcall("glScalef");
3969
3970 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3971 checkGLcall("glLoadMatrixf");
3972 }
3973 }
3974
3975 /* This should match any arrays loaded in loadVertexData.
3976 * TODO: Only load / unload arrays if we have to.
3977 */
3978 static inline void unloadVertexData(const struct wined3d_context *context)
3979 {
3980 const struct wined3d_gl_info *gl_info = context->gl_info;
3981
3982 glDisableClientState(GL_VERTEX_ARRAY);
3983 glDisableClientState(GL_NORMAL_ARRAY);
3984 glDisableClientState(GL_COLOR_ARRAY);
3985 if (gl_info->supported[EXT_SECONDARY_COLOR])
3986 {
3987 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3988 }
3989 if (gl_info->supported[ARB_VERTEX_BLEND])
3990 {
3991 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3992 }
3993 unloadTexCoords(context);
3994 }
3995
3996 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
3997 {
3998 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3999 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4000
4001 context->numbered_array_mask &= ~(1 << i);
4002 }
4003
4004 /* This should match any arrays loaded in loadNumberedArrays
4005 * TODO: Only load / unload arrays if we have to.
4006 */
4007 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4008 {
4009 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4010 GLint maxAttribs = 16;
4011 int i;
4012
4013 /* Leave all the attribs disabled */
4014 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4015 /* MESA does not support it right not */
4016 if (glGetError() != GL_NO_ERROR)
4017 maxAttribs = 16;
4018 for (i = 0; i < maxAttribs; ++i) {
4019 unload_numbered_array(stateblock, context, i);
4020 }
4021 }
4022
4023 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4024 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4025 {
4026 const struct wined3d_gl_info *gl_info = context->gl_info;
4027 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4028 int i;
4029 const UINT *offset = stateblock->streamOffset;
4030 struct wined3d_buffer *vb;
4031 DWORD_PTR shift_index;
4032
4033 /* Default to no instancing */
4034 stateblock->device->instancedDraw = FALSE;
4035
4036 for (i = 0; i < MAX_ATTRIBS; i++) {
4037 if (!(stream_info->use_map & (1 << i)))
4038 {
4039 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4040 continue;
4041 }
4042
4043 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4044 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4045 {
4046 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4047 stateblock->device->instancedDraw = TRUE;
4048 continue;
4049 }
4050
4051 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4052
4053 if (stream_info->elements[i].stride)
4054 {
4055 if (curVBO != stream_info->elements[i].buffer_object)
4056 {
4057 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4058 checkGLcall("glBindBufferARB");
4059 curVBO = stream_info->elements[i].buffer_object;
4060 }
4061 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4062 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4063 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4064 * vbo we won't be load converted attributes anyway
4065 */
4066 if (curVBO && vb->conversion_shift)
4067 {
4068 TRACE("Loading attribute from shifted buffer\n");
4069 TRACE("Attrib %d has original stride %d, new stride %d\n",
4070 i, stream_info->elements[i].stride, vb->conversion_stride);
4071 TRACE("Original offset %p, additional offset 0x%08x\n",
4072 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4073 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4074 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4075 shift_index = shift_index % stream_info->elements[i].stride;
4076 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4077 stream_info->elements[i].format_desc->gl_vtx_type,
4078 stream_info->elements[i].format_desc->gl_normalized,
4079 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4080 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4081 + offset[stream_info->elements[i].stream_idx]));
4082
4083 } else {
4084 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4085 stream_info->elements[i].format_desc->gl_vtx_type,
4086 stream_info->elements[i].format_desc->gl_normalized,
4087 stream_info->elements[i].stride, stream_info->elements[i].data
4088 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4089 + offset[stream_info->elements[i].stream_idx]));
4090 }
4091
4092 if (!(context->numbered_array_mask & (1 << i)))
4093 {
4094 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4095 context->numbered_array_mask |= (1 << i);
4096 }
4097 } else {
4098 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4099 * set up the attribute statically. But we have to figure out the system memory address.
4100 */
4101 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4102 if (stream_info->elements[i].buffer_object)
4103 {
4104 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4105 ptr += (long) buffer_get_sysmem(vb);
4106 }
4107
4108 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4109
4110 switch (stream_info->elements[i].format_desc->format)
4111 {
4112 case WINED3DFMT_R32_FLOAT:
4113 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4114 break;
4115 case WINED3DFMT_R32G32_FLOAT:
4116 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4117 break;
4118 case WINED3DFMT_R32G32B32_FLOAT:
4119 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4120 break;
4121 case WINED3DFMT_R32G32B32A32_FLOAT:
4122 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4123 break;
4124
4125 case WINED3DFMT_R8G8B8A8_UINT:
4126 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4127 break;
4128 case WINED3DFMT_B8G8R8A8_UNORM:
4129 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4130 {
4131 const DWORD *src = (const DWORD *)ptr;
4132 DWORD c = *src & 0xff00ff00;
4133 c |= (*src & 0xff0000) >> 16;
4134 c |= (*src & 0xff) << 16;
4135 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4136 break;
4137 }
4138 /* else fallthrough */
4139 case WINED3DFMT_R8G8B8A8_UNORM:
4140 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4141 break;
4142
4143 case WINED3DFMT_R16G16_SINT:
4144 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4145 break;
4146 case WINED3DFMT_R16G16B16A16_SINT:
4147 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4148 break;
4149
4150 case WINED3DFMT_R16G16_SNORM:
4151 {
4152 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4153 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4154 break;
4155 }
4156 case WINED3DFMT_R16G16_UNORM:
4157 {
4158 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4159 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4160 break;
4161 }
4162 case WINED3DFMT_R16G16B16A16_SNORM:
4163 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4164 break;
4165 case WINED3DFMT_R16G16B16A16_UNORM:
4166 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4167 break;
4168
4169 case WINED3DFMT_R10G10B10A2_UINT:
4170 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4171 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4172 break;
4173 case WINED3DFMT_R10G10B10A2_SNORM:
4174 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4175 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4176 break;
4177
4178 case WINED3DFMT_R16G16_FLOAT:
4179 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4180 * byte float according to the IEEE standard
4181 */
4182 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4183 break;
4184 case WINED3DFMT_R16G16B16A16_FLOAT:
4185 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4186 break;
4187
4188 default:
4189 ERR("Unexpected declaration in stride 0 attributes\n");
4190 break;
4191
4192 }
4193 }
4194 }
4195 checkGLcall("Loading numbered arrays");
4196 }
4197
4198 /* Used from 2 different functions, and too big to justify making it inlined */
4199 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4200 const struct wined3d_stream_info *si)
4201 {
4202 const struct wined3d_gl_info *gl_info = context->gl_info;
4203 const UINT *offset = stateblock->streamOffset;
4204 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4205 const struct wined3d_stream_info_element *e;
4206
4207 TRACE("Using fast vertex array code\n");
4208
4209 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4210 stateblock->device->instancedDraw = FALSE;
4211
4212 /* Blend Data ---------------------------------------------- */
4213 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4214 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4215 {
4216 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4217
4218 if (gl_info->supported[ARB_VERTEX_BLEND])
4219 {
4220 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4221 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4222
4223 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4224 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4225
4226 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4227
4228 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4229 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4230 sd->u.s.blendWeights.dwStride,
4231 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4232
4233 if (curVBO != e->buffer_object)
4234 {
4235 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4236 checkGLcall("glBindBufferARB");
4237 curVBO = e->buffer_object;
4238 }
4239
4240 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4241 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4242
4243 checkGLcall("glWeightPointerARB");
4244
4245 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4246 {
4247 static BOOL warned;
4248 if (!warned)
4249 {
4250 FIXME("blendMatrixIndices support\n");
4251 warned = TRUE;
4252 }
4253 }
4254 } else {
4255 /* TODO: support blends in drawStridedSlow
4256 * No need to write a FIXME here, this is done after the general vertex decl decoding
4257 */
4258 WARN("unsupported blending in openGl\n");
4259 }
4260 }
4261 else
4262 {
4263 if (gl_info->supported[ARB_VERTEX_BLEND])
4264 {
4265 static const GLbyte one = 1;
4266 GL_EXTCALL(glWeightbvARB(1, &one));
4267 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4268 }
4269 }
4270
4271 /* Point Size ----------------------------------------------*/
4272 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4273 {
4274 /* no such functionality in the fixed function GL pipeline */
4275 TRACE("Cannot change ptSize here in openGl\n");
4276 /* TODO: Implement this function in using shaders if they are available */
4277 }
4278
4279 /* Vertex Pointers -----------------------------------------*/
4280 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4281 {
4282 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4283
4284 e = &si->elements[WINED3D_FFP_POSITION];
4285 if (curVBO != e->buffer_object)
4286 {
4287 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4288 checkGLcall("glBindBufferARB");
4289 curVBO = e->buffer_object;
4290 }
4291
4292 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4293 handling for rhw mode should not impact screen position whereas in GL it does.
4294 This may result in very slightly distorted textures in rhw mode.
4295 There's always the other option of fixing the view matrix to
4296 prevent w from having any effect.
4297
4298 This only applies to user pointer sources, in VBOs the vertices are fixed up
4299 */
4300 if (!e->buffer_object)
4301 {
4302 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4303 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4304 } else {
4305 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4306 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4307 }
4308 checkGLcall("glVertexPointer(...)");
4309 glEnableClientState(GL_VERTEX_ARRAY);
4310 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4311 }
4312
4313 /* Normals -------------------------------------------------*/
4314 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4315 {
4316 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4317
4318 e = &si->elements[WINED3D_FFP_NORMAL];
4319 if (curVBO != e->buffer_object)
4320 {
4321 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4322 checkGLcall("glBindBufferARB");
4323 curVBO = e->buffer_object;
4324 }
4325 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4326 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4327 checkGLcall("glNormalPointer(...)");
4328 glEnableClientState(GL_NORMAL_ARRAY);
4329 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4330
4331 } else {
4332 glNormal3f(0, 0, 0);
4333 checkGLcall("glNormal3f(0, 0, 0)");
4334 }
4335
4336 /* Diffuse Colour --------------------------------------------*/
4337 /* WARNING: Data here MUST be in RGBA format, so cannot */
4338 /* go directly into fast mode from app pgm, because */
4339 /* directx requires data in BGRA format. */
4340 /* currently fixupVertices swizzles the format, but this isn't*/
4341 /* very practical when using VBOs */
4342 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4343 /* , or the user doesn't care and wants the speed advantage */
4344
4345 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4346 {
4347 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4348
4349 e = &si->elements[WINED3D_FFP_DIFFUSE];
4350 if (curVBO != e->buffer_object)
4351 {
4352 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4353 checkGLcall("glBindBufferARB");
4354 curVBO = e->buffer_object;
4355 }
4356
4357 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4358 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4359 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4360 glEnableClientState(GL_COLOR_ARRAY);
4361 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4362
4363 } else {
4364 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4365 checkGLcall("glColor4f(1, 1, 1, 1)");
4366 }
4367
4368 /* Specular Colour ------------------------------------------*/
4369 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4370 {
4371 TRACE("setting specular colour\n");
4372 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4373
4374 e = &si->elements[WINED3D_FFP_SPECULAR];
4375 if (gl_info->supported[EXT_SECONDARY_COLOR])
4376 {
4377 GLenum type = e->format_desc->gl_vtx_type;
4378 GLint format = e->format_desc->gl_vtx_format;
4379
4380 if (curVBO != e->buffer_object)
4381 {
4382 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4383 checkGLcall("glBindBufferARB");
4384 curVBO = e->buffer_object;
4385 }
4386
4387 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4388 {
4389 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4390 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4391 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4392 * 4 component secondary colors use it
4393 */
4394 GL_EXTCALL(glSecondaryColorPointerEXT)(format, type,
4395 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4396 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4397 }
4398 else
4399 {
4400 switch(type)
4401 {
4402 case GL_UNSIGNED_BYTE:
4403 GL_EXTCALL(glSecondaryColorPointerEXT)(3, GL_UNSIGNED_BYTE,
4404 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4405 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4406 break;
4407
4408 default:
4409 FIXME("Add 4 component specular color pointers for type %x\n", type);
4410 /* Make sure that the right color component is dropped */
4411 GL_EXTCALL(glSecondaryColorPointerEXT)(3, type,
4412 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4413 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4414 }
4415 }
4416 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4417 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4418 } else {
4419
4420 /* Missing specular color is not critical, no warnings */
4421 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4422 }
4423 }
4424 else
4425 {
4426 if (gl_info->supported[EXT_SECONDARY_COLOR])
4427 {
4428 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4429 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4430 } else {
4431
4432 /* Missing specular color is not critical, no warnings */
4433 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4434 }
4435 }
4436
4437 /* Texture coords -------------------------------------------*/
4438 loadTexCoords(context, stateblock, si, &curVBO);
4439 }
4440
4441 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4442 {
4443 IWineD3DDeviceImpl *device = stateblock->device;
4444 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4445 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4446
4447 if (context->numberedArraysLoaded && !load_numbered)
4448 {
4449 unloadNumberedArrays(stateblock, context);
4450 context->numberedArraysLoaded = FALSE;
4451 context->numbered_array_mask = 0;
4452 }
4453 else if (context->namedArraysLoaded)
4454 {
4455 unloadVertexData(context);
4456 context->namedArraysLoaded = FALSE;
4457 }
4458
4459 if (load_numbered)
4460 {
4461 TRACE("Loading numbered arrays\n");
4462 loadNumberedArrays(stateblock, &device->strided_streams, context);
4463 context->numberedArraysLoaded = TRUE;
4464 }
4465 else if (load_named)
4466 {
4467 TRACE("Loading vertex data\n");
4468 loadVertexData(context, stateblock, &device->strided_streams);
4469 context->namedArraysLoaded = TRUE;
4470 }
4471 }
4472
4473 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4474 {
4475 const struct wined3d_gl_info *gl_info = context->gl_info;
4476 BOOL updateFog = FALSE;
4477 BOOL useVertexShaderFunction = use_vs(stateblock);
4478 BOOL usePixelShaderFunction = use_ps(stateblock);
4479 IWineD3DDeviceImpl *device = stateblock->device;
4480 BOOL transformed;
4481 BOOL wasrhw = context->last_was_rhw;
4482 unsigned int i;
4483
4484 transformed = device->strided_streams.position_transformed;
4485 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4486 updateFog = TRUE;
4487 }
4488
4489 /* Reapply lighting if it is not scheduled for reapplication already */
4490 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4491 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4492 }
4493
4494 if (transformed) {
4495 context->last_was_rhw = TRUE;
4496 } else {
4497
4498 /* Untransformed, so relies on the view and projection matrices */
4499 context->last_was_rhw = FALSE;
4500 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4501 device->untransformed = TRUE;
4502
4503 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4504 * Not needed as long as only hw shaders are supported
4505 */
4506
4507 /* This sets the shader output position correction constants.
4508 * TODO: Move to the viewport state
4509 */
4510 if (useVertexShaderFunction)
4511 {
4512 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4513 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4514 device->posFixup[3] = device->posFixup[1] * yoffset;
4515 }
4516 }
4517
4518 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4519 * off this function will be called again anyway to make sure they're properly set
4520 */
4521 if(!useVertexShaderFunction) {
4522 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4523 * or transformed / untransformed was switched
4524 */
4525 if(wasrhw != context->last_was_rhw &&
4526 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4527 !isStateDirty(context, STATE_VIEWPORT)) {
4528 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4529 }
4530 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4531 * mode.
4532 *
4533 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4534 * this check will fail and the matrix not applied again. This is OK because a simple
4535 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4536 * needs of the vertex declaration.
4537 *
4538 * World and view matrix go into the same gl matrix, so only apply them when neither is
4539 * dirty
4540 */
4541 if(transformed != wasrhw &&
4542 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4543 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4544 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4545 }
4546
4547 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4548 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4549 }
4550
4551 if(context->last_was_vshader) {
4552 updateFog = TRUE;
4553 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4554 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4555 }
4556 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4557 {
4558 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4559 }
4560 }
4561 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4562 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4563 }
4564 } else {
4565 if(!context->last_was_vshader) {
4566 static BOOL warned = FALSE;
4567 if(!device->vs_clipping) {
4568 /* Disable all clip planes to get defined results on all drivers. See comment in the
4569 * state_clipping state handler
4570 */
4571 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4572 {
4573 glDisable(GL_CLIP_PLANE0 + i);
4574 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4575 }
4576
4577 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4578 FIXME("Clipping not supported with vertex shaders\n");
4579 warned = TRUE;
4580 }
4581 }
4582 if(wasrhw) {
4583 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4584 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4585 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4586 * fixed function vertex processing states back in a sane state before switching to shaders
4587 */
4588 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4589 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4590 }
4591 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4592 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4593 }
4594 }
4595 updateFog = TRUE;
4596
4597 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4598 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4599 * device->vs_clipping is false.
4600 */
4601 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4602 {
4603 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4604 }
4605 }
4606 }
4607
4608 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4609 * application
4610 */
4611 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4612 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4613
4614 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4615 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4616 }
4617 }
4618
4619 context->last_was_vshader = useVertexShaderFunction;
4620
4621 if(updateFog) {
4622 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4623 }
4624 if(!useVertexShaderFunction) {
4625 int i;
4626 for(i = 0; i < MAX_TEXTURES; i++) {
4627 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4628 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4629 }
4630 }
4631 }
4632 }
4633
4634 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4635 {
4636 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4637 UINT width, height;
4638 WINED3DVIEWPORT vp = stateblock->viewport;
4639
4640 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4641 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4642
4643 glDepthRange(vp.MinZ, vp.MaxZ);
4644 checkGLcall("glDepthRange");
4645 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4646 */
4647 if (context->render_offscreen)
4648 {
4649 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4650 } else {
4651 target->get_drawable_size(context, &width, &height);
4652
4653 glViewport(vp.X,
4654 (height - (vp.Y + vp.Height)),
4655 vp.Width, vp.Height);
4656 }
4657
4658 checkGLcall("glViewport");
4659 }
4660
4661 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4662 {
4663 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4664
4665 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4666 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4667
4668 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4669 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4670 }
4671 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4672 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4673 }
4674 }
4675
4676 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4677 {
4678 UINT Index = state - STATE_ACTIVELIGHT(0);
4679 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4680
4681 if(!lightInfo) {
4682 glDisable(GL_LIGHT0 + Index);
4683 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4684 } else {
4685 float quad_att;
4686 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4687
4688 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4689 glMatrixMode(GL_MODELVIEW);
4690 glPushMatrix();
4691 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4692
4693 /* Diffuse: */
4694 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4695 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4696 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4697 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4698 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4699 checkGLcall("glLightfv");
4700
4701 /* Specular */
4702 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4703 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4704 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4705 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4706 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4707 checkGLcall("glLightfv");
4708
4709 /* Ambient */
4710 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4711 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4712 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4713 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4714 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4715 checkGLcall("glLightfv");
4716
4717 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4718 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4719 } else {
4720 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4721 }
4722
4723 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4724 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4725 * Attenuation0 to NaN and crashes in the gl lib
4726 */
4727
4728 switch (lightInfo->OriginalParms.Type) {
4729 case WINED3DLIGHT_POINT:
4730 /* Position */
4731 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4732 checkGLcall("glLightfv");
4733 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4734 checkGLcall("glLightf");
4735 /* Attenuation - Are these right? guessing... */
4736 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4737 checkGLcall("glLightf");
4738 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4739 checkGLcall("glLightf");
4740 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4741 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4742 checkGLcall("glLightf");
4743 /* FIXME: Range */
4744 break;
4745
4746 case WINED3DLIGHT_SPOT:
4747 /* Position */
4748 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4749 checkGLcall("glLightfv");
4750 /* Direction */
4751 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4752 checkGLcall("glLightfv");
4753 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4754 checkGLcall("glLightf");
4755 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4756 checkGLcall("glLightf");
4757 /* Attenuation - Are these right? guessing... */
4758 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4759 checkGLcall("glLightf");
4760 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4761 checkGLcall("glLightf");
4762 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4763 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4764 checkGLcall("glLightf");
4765 /* FIXME: Range */
4766 break;
4767
4768 case WINED3DLIGHT_DIRECTIONAL:
4769 /* Direction */
4770 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4771 checkGLcall("glLightfv");
4772 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4773 checkGLcall("glLightf");
4774 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4775 checkGLcall("glLightf");
4776 break;
4777
4778 default:
4779 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4780 }
4781
4782 /* Restore the modelview matrix */
4783 glPopMatrix();
4784
4785 glEnable(GL_LIGHT0 + Index);
4786 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4787 }
4788 }
4789
4790 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4791 {
4792 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4793 RECT *pRect = &stateblock->scissorRect;
4794 UINT height;
4795 UINT width;
4796
4797 target->get_drawable_size(context, &width, &height);
4798 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4799 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4800 */
4801 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4802 pRect->right - pRect->left, pRect->bottom - pRect->top);
4803
4804 if (context->render_offscreen)
4805 {
4806 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4807 } else {
4808 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4809 }
4810 checkGLcall("glScissor");
4811 }
4812
4813 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4814 {
4815 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4816 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4817 } else {
4818 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4819 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4820 }
4821 }
4822
4823 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4824 {
4825 if (context->render_offscreen)
4826 {
4827 glFrontFace(GL_CCW);
4828 checkGLcall("glFrontFace(GL_CCW)");
4829 } else {
4830 glFrontFace(GL_CW);
4831 checkGLcall("glFrontFace(GL_CW)");
4832 }
4833 }
4834
4835 const struct StateEntryTemplate misc_state_template[] = {
4836 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4837 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4838 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4839 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4840 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4841 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4842 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4843 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4844 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4845 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4846 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4847 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4848 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4849 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4850 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4851 * vshader loadings are untied from each other
4852 */
4853 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4854 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4855 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4856 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4857 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4858 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4859 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4860 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4861 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4862 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4863 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4864 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4865 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4866 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4867 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4868 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4869 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4903
4904 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4905 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4906 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4907 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4908 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4909 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4910 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4911 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4912 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4913 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4916 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4917 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4918 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4919 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4943 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4980 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4985 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4992 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4994 /* Samplers */
4995 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4996 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4997 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4998 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4999 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5000 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5001 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5002 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5003 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5004 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5005 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5006 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5007 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5008 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5009 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5010 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5011 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5012 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5013 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5014 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5015 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5016 };
5017
5018 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5019 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5020 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5021 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5023 /* Clip planes */
5024 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5025 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5026 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5027 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5028 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5029 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5030 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5031 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5032 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5033 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5034 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5035 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5036 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5037 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5038 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5039 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5040 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5041 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5042 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5043 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5044 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5045 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5046 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5047 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5048 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5056 /* Lights */
5057 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5058 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5059 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5060 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5061 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5062 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5063 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5064 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5065 /* Viewport */
5066 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5067 /* Transform states follow */
5068 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5069 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5070 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5071 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5072 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5073 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5074 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5075 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5076 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5077 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5078 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5079 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5080 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5081 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5082 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5335 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5336 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5337 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5338 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5339 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5340 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5341 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5342 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5350 /* Fog */
5351 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5352 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5353 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5354 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5355 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5356 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5357 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5358 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5359 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5360 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5361 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5362 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5363 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5364 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5365 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5366 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5367 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5368 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5369 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5370 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5371 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5372 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5373 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5374 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5375 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5380 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5381 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5382 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5383 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5384 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5385 */
5386 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5387 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5388 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5389 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5390 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5391 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5392 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5393 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5394 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5395 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5396 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5397 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5398 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5399 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5400 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5401 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5402 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5403 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5404 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5405 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5406 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5407 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5408 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5409 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5410 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5411 };
5412
5413 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5414 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5428 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5494 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5495 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5496 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5497 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5498 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5499 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5500 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5501 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5502 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5503 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5504 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5505 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5506 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5507 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5508 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5509 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5510 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5511 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5512 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5513 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5514 };
5515 #undef GLINFO_LOCATION
5516
5517 /* Context activation is done by the caller. */
5518 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5519
5520 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5521 {
5522 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5523 WINED3DTEXOPCAPS_ADDSIGNED |
5524 WINED3DTEXOPCAPS_ADDSIGNED2X |
5525 WINED3DTEXOPCAPS_MODULATE |
5526 WINED3DTEXOPCAPS_MODULATE2X |
5527 WINED3DTEXOPCAPS_MODULATE4X |
5528 WINED3DTEXOPCAPS_SELECTARG1 |
5529 WINED3DTEXOPCAPS_SELECTARG2 |
5530 WINED3DTEXOPCAPS_DISABLE;
5531
5532 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5533 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5534 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5535 {
5536 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5537 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5538 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5539 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5540 WINED3DTEXOPCAPS_LERP |
5541 WINED3DTEXOPCAPS_SUBTRACT;
5542 }
5543 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5544 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5545 {
5546 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5547 WINED3DTEXOPCAPS_MULTIPLYADD |
5548 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5549 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5550 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5551 }
5552 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5553 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5554
5555 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5556 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5557 }
5558
5559 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5560 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5561 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5562 {
5563 if (TRACE_ON(d3d))
5564 {
5565 TRACE("Checking support for fixup:\n");
5566 dump_color_fixup_desc(fixup);
5567 }
5568
5569 /* We only support identity conversions. */
5570 if (is_identity_fixup(fixup))
5571 {
5572 TRACE("[OK]\n");
5573 return TRUE;
5574 }
5575
5576 TRACE("[FAILED]\n");
5577 return FALSE;
5578 }
5579
5580 const struct fragment_pipeline ffp_fragment_pipeline = {
5581 ffp_enable,
5582 ffp_fragment_get_caps,
5583 ffp_fragment_alloc,
5584 ffp_fragment_free,
5585 ffp_color_fixup_supported,
5586 ffp_fragmentstate_template,
5587 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5588 };
5589
5590 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5591 {
5592 unsigned int i;
5593 for(i = 0; funcs[i]; i++);
5594 return i;
5595 }
5596
5597 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5598 {
5599 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5600 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5601 }
5602
5603 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5604 {
5605 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5606 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5607 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5608 }
5609
5610 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5611 {
5612 unsigned int start, last, i;
5613
5614 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5615 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5616 for (i = start; i <= last; ++i)
5617 {
5618 state_table[i].representative = 0;
5619 state_table[i].apply = state_undefined;
5620 }
5621
5622 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5623 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5624 for (i = start; i <= last; ++i)
5625 {
5626 state_table[i].representative = 0;
5627 state_table[i].apply = state_undefined;
5628 }
5629 }
5630
5631 static void validate_state_table(struct StateEntry *state_table)
5632 {
5633 unsigned int i;
5634
5635 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5636 {
5637 DWORD rep = state_table[i].representative;
5638 if (rep && !state_table[rep].representative)
5639 {
5640 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5641 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5642 state_table[i].representative = 0;
5643 }
5644 }
5645 }
5646
5647 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5648 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5649 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5650 {
5651 unsigned int i, type, handlers;
5652 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5653 const struct StateEntryTemplate *cur;
5654 BOOL set[STATE_HIGHEST + 1];
5655
5656 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5657
5658 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5659 StateTable[i].representative = 0;
5660 StateTable[i].apply = state_undefined;
5661 }
5662
5663 for(type = 0; type < 3; type++) {
5664 /* This switch decides the order in which the states are applied */
5665 switch(type) {
5666 case 0: cur = misc; break;
5667 case 1: cur = fragment->states; break;
5668 case 2: cur = vertex; break;
5669 default: cur = NULL; /* Stupid compiler */
5670 }
5671 if(!cur) continue;
5672
5673 /* GL extension filtering should not prevent multiple handlers being applied from different
5674 * pipeline parts
5675 */
5676 memset(set, 0, sizeof(set));
5677
5678 for(i = 0; cur[i].state; i++) {
5679 APPLYSTATEFUNC *funcs_array;
5680
5681 /* Only use the first matching state with the available extension from one template.
5682 * e.g.
5683 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5684 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5685 *
5686 * if GL_XYZ_fancy is supported, ignore the 2nd line
5687 */
5688 if(set[cur[i].state]) continue;
5689 /* Skip state lines depending on unsupported extensions */
5690 if (!gl_info->supported[cur[i].extension]) continue;
5691 set[cur[i].state] = TRUE;
5692 /* In some cases having an extension means that nothing has to be
5693 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5694 * supported, the texture coordinate fixup can be ignored. If the
5695 * apply function is used, mark the state set(done above) to prevent
5696 * applying later lines, but do not record anything in the state
5697 * table
5698 */
5699 if(!cur[i].content.apply) continue;
5700
5701 handlers = num_handlers(multistate_funcs[cur[i].state]);
5702 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5703 switch(handlers) {
5704 case 0:
5705 StateTable[cur[i].state].apply = cur[i].content.apply;
5706 break;
5707 case 1:
5708 StateTable[cur[i].state].apply = multistate_apply_2;
5709 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5710 0,
5711 sizeof(**dev_multistate_funcs) * 2);
5712 if (!dev_multistate_funcs[cur[i].state]) {
5713 goto out_of_mem;
5714 }
5715
5716 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5717 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5718 break;
5719 case 2:
5720 StateTable[cur[i].state].apply = multistate_apply_3;
5721 funcs_array = HeapReAlloc(GetProcessHeap(),
5722 0,
5723 dev_multistate_funcs[cur[i].state],
5724 sizeof(**dev_multistate_funcs) * 3);
5725 if (!funcs_array) {
5726 goto out_of_mem;
5727 }
5728
5729 dev_multistate_funcs[cur[i].state] = funcs_array;
5730 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5731 break;
5732 default:
5733 ERR("Unexpected amount of state handlers for state %u: %u\n",
5734 cur[i].state, handlers + 1);
5735 }
5736
5737 if(StateTable[cur[i].state].representative &&
5738 StateTable[cur[i].state].representative != cur[i].content.representative) {
5739 FIXME("State %u has different representatives in different pipeline parts\n",
5740 cur[i].state);
5741 }
5742 StateTable[cur[i].state].representative = cur[i].content.representative;
5743 }
5744 }
5745
5746 prune_invalid_states(StateTable, gl_info);
5747 validate_state_table(StateTable);
5748
5749 return WINED3D_OK;
5750
5751 out_of_mem:
5752 for (i = 0; i <= STATE_HIGHEST; ++i) {
5753 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5754 }
5755
5756 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5757
5758 return E_OUTOFMEMORY;
5759 }