- Sync wined3d, ddraw, d3d8, d3d9 with Wine
[reactos.git] / reactos / 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 /* GL locking for state handlers is done by the caller. */
39
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
41
42 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
43 {
44 ERR("Undefined state.\n");
45 }
46
47 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
48 {
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
50 }
51
52 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
53 {
54 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
55
56 switch(Value) {
57 case WINED3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 break;
61 case WINED3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 break;
65 case WINED3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
68 break;
69 default:
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
71 }
72 }
73
74 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
75 {
76 /* Lighting is not enabled if transformed vertices are drawn
77 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79 * vertex declaration applying function calls this function for updating
80 */
81
82 if(isStateDirty(context, STATE_VDECL)) {
83 return;
84 }
85
86 if (stateblock->renderState[WINED3DRS_LIGHTING]
87 && !stateblock->device->strided_streams.position_transformed)
88 {
89 glEnable(GL_LIGHTING);
90 checkGLcall("glEnable GL_LIGHTING");
91 } else {
92 glDisable(GL_LIGHTING);
93 checkGLcall("glDisable GL_LIGHTING");
94 }
95 }
96
97 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
98 {
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->depth_stencil)
101 {
102 TRACE("No Z buffer - disabling depth test\n");
103 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104 checkGLcall("glDisable GL_DEPTH_TEST");
105 return;
106 }
107
108 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
109 case WINED3DZB_FALSE:
110 glDisable(GL_DEPTH_TEST);
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 break;
113 case WINED3DZB_TRUE:
114 glEnable(GL_DEPTH_TEST);
115 checkGLcall("glEnable GL_DEPTH_TEST");
116 break;
117 case WINED3DZB_USEW:
118 glEnable(GL_DEPTH_TEST);
119 checkGLcall("glEnable GL_DEPTH_TEST");
120 FIXME("W buffer is not well handled\n");
121 break;
122 default:
123 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
124 }
125 }
126
127 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
128 {
129 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
130 * switch
131 */
132 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
133 case WINED3DCULL_NONE:
134 glDisable(GL_CULL_FACE);
135 checkGLcall("glDisable GL_CULL_FACE");
136 break;
137 case WINED3DCULL_CW:
138 glEnable(GL_CULL_FACE);
139 checkGLcall("glEnable GL_CULL_FACE");
140 glCullFace(GL_FRONT);
141 checkGLcall("glCullFace(GL_FRONT)");
142 break;
143 case WINED3DCULL_CCW:
144 glEnable(GL_CULL_FACE);
145 checkGLcall("glEnable GL_CULL_FACE");
146 glCullFace(GL_BACK);
147 checkGLcall("glCullFace(GL_BACK)");
148 break;
149 default:
150 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
151 }
152 }
153
154 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
155 {
156 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
157 case WINED3DSHADE_FLAT:
158 glShadeModel(GL_FLAT);
159 checkGLcall("glShadeModel(GL_FLAT)");
160 break;
161 case WINED3DSHADE_GOURAUD:
162 glShadeModel(GL_SMOOTH);
163 checkGLcall("glShadeModel(GL_SMOOTH)");
164 break;
165 case WINED3DSHADE_PHONG:
166 FIXME("WINED3DSHADE_PHONG isn't supported\n");
167 break;
168 default:
169 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
170 }
171 }
172
173 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
174 {
175 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
176 glEnable(GL_DITHER);
177 checkGLcall("glEnable GL_DITHER");
178 } else {
179 glDisable(GL_DITHER);
180 checkGLcall("glDisable GL_DITHER");
181 }
182 }
183
184 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
185 {
186 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
187 * this has to be merged with ZENABLE and ZFUNC
188 */
189 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
190 glDepthMask(1);
191 checkGLcall("glDepthMask(1)");
192 } else {
193 glDepthMask(0);
194 checkGLcall("glDepthMask(0)");
195 }
196 }
197
198 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
199 {
200 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
201
202 if(glParm) {
203 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
204 static BOOL once = FALSE;
205 /* There are a few issues with this: First, our inability to
206 * select a proper Z depth, most of the time we're stuck with
207 * D24S8, even if the app selects D32 or D16. There seem to be
208 * some other precision problems which have to be debugged to
209 * make NOTEQUAL and EQUAL work properly
210 */
211 if(!once) {
212 once = TRUE;
213 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
214 }
215 }
216
217 glDepthFunc(glParm);
218 checkGLcall("glDepthFunc");
219 }
220 }
221
222 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
223 {
224 float col[4];
225 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
226
227 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
228 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
229 checkGLcall("glLightModel for MODEL_AMBIENT");
230 }
231
232 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
233 {
234 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
235 const struct wined3d_gl_info *gl_info = context->gl_info;
236 int srcBlend = GL_ZERO;
237 int dstBlend = GL_ZERO;
238
239 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
240 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
241 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
242 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
243
244 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
245 * The d3d9 visual test confirms the behavior. */
246 if (context->render_offscreen
247 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
248 {
249 glDisable(GL_BLEND);
250 checkGLcall("glDisable GL_BLEND");
251 return;
252 } else {
253 glEnable(GL_BLEND);
254 checkGLcall("glEnable GL_BLEND");
255 }
256 } else {
257 glDisable(GL_BLEND);
258 checkGLcall("glDisable GL_BLEND");
259 /* Nothing more to do - get out */
260 return;
261 };
262
263 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
264 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
265 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
266 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
267 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
268 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
269 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
270 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
271 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
272
273 /* To compensate the lack of format switching with backbuffer offscreen rendering,
274 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
275 * if the render target doesn't support alpha blending. A nonexistent alpha channel
276 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
277 */
278 case WINED3DBLEND_DESTALPHA :
279 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
280 break;
281 case WINED3DBLEND_INVDESTALPHA :
282 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
283 break;
284
285 case WINED3DBLEND_SRCALPHASAT :
286 dstBlend = GL_SRC_ALPHA_SATURATE;
287 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
288 break;
289
290 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
291 * values which are still valid up to d3d9. They should not occur as dest blend values
292 */
293 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
294 srcBlend = GL_SRC_ALPHA;
295 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
296 break;
297
298 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
299 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
300 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
301 break;
302
303 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
304 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
305 default:
306 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
307 }
308
309 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
310 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
311 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
312 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
313 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
314 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
315 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
316 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
317 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
318 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
319
320 case WINED3DBLEND_DESTALPHA :
321 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
322 break;
323 case WINED3DBLEND_INVDESTALPHA :
324 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 break;
326
327 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
328 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
329 break;
330
331 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
332 dstBlend = GL_SRC_ALPHA;
333 break;
334
335 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
336 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
337 default:
338 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
339 }
340
341 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
342 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
343 glEnable(GL_LINE_SMOOTH);
344 checkGLcall("glEnable(GL_LINE_SMOOTH)");
345 if(srcBlend != GL_SRC_ALPHA) {
346 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
347 }
348 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
349 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
350 }
351 } else {
352 glDisable(GL_LINE_SMOOTH);
353 checkGLcall("glDisable(GL_LINE_SMOOTH)");
354 }
355
356 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
357 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
358 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
359 }
360
361 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
362 int srcBlendAlpha = GL_ZERO;
363 int dstBlendAlpha = GL_ZERO;
364
365 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
366 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
367 {
368 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
369 return;
370 }
371
372 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
373 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
374 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
375 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
376 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
377 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
378 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
379 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
380 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
381 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
382 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
383 case WINED3DBLEND_SRCALPHASAT :
384 dstBlend = GL_SRC_ALPHA_SATURATE;
385 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
386 break;
387 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
388 * values which are still valid up to d3d9. They should not occur as dest blend values
389 */
390 case WINED3DBLEND_BOTHSRCALPHA :
391 dstBlendAlpha = GL_SRC_ALPHA;
392 srcBlendAlpha = GL_SRC_ALPHA;
393 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
394 break;
395 case WINED3DBLEND_BOTHINVSRCALPHA :
396 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
397 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
398 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
399 break;
400 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
401 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
402 default:
403 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
404 }
405
406 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
407 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
408 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
409 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
410 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
411 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
412 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
413 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
414 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
415 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
416 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
417 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
418 case WINED3DBLEND_BOTHSRCALPHA :
419 srcBlendAlpha = GL_SRC_ALPHA;
420 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
421 break;
422 case WINED3DBLEND_BOTHINVSRCALPHA :
423 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
424 dstBlendAlpha = GL_SRC_ALPHA;
425 break;
426 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
427 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
428 default:
429 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
430 }
431
432 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
433 checkGLcall("glBlendFuncSeparateEXT");
434 } else {
435 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
436 glBlendFunc(srcBlend, dstBlend);
437 checkGLcall("glBlendFunc");
438 }
439
440 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
441 so it may need updating */
442 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
443 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
444 }
445
446 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
447 {
448 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
449 }
450
451 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
452 {
453 const struct wined3d_gl_info *gl_info = context->gl_info;
454 float col[4];
455
456 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
457 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
458 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
459 checkGLcall("glBlendColor");
460 }
461
462 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
463 {
464 int glParm = 0;
465 float ref;
466 BOOL enable_ckey = FALSE;
467
468 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
469
470 /* Find out if the texture on the first stage has a ckey set
471 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
472 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
473 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
474 * in case it finds some texture+colorkeyenable combination which needs extra care.
475 */
476 if (stateblock->textures[0])
477 {
478 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
479
480 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
481 {
482 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
483 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
484
485 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
486 {
487 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
488 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
489 * surface has alpha bits */
490 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
491 }
492 }
493 }
494
495 if (enable_ckey || context->last_was_ckey)
496 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
497 context->last_was_ckey = enable_ckey;
498
499 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
500 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
501 glEnable(GL_ALPHA_TEST);
502 checkGLcall("glEnable GL_ALPHA_TEST");
503 } else {
504 glDisable(GL_ALPHA_TEST);
505 checkGLcall("glDisable GL_ALPHA_TEST");
506 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
507 * enable call
508 */
509 return;
510 }
511
512 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
513 glParm = GL_NOTEQUAL;
514 ref = 0.0f;
515 } else {
516 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
517 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
518 }
519 if(glParm) {
520 glAlphaFunc(glParm, ref);
521 checkGLcall("glAlphaFunc");
522 }
523 }
524
525 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
526 {
527 const struct wined3d_gl_info *gl_info = context->gl_info;
528 DWORD enable = 0xFFFFFFFF;
529 DWORD disable = 0x00000000;
530
531 if (!stateblock->device->vs_clipping && use_vs(stateblock))
532 {
533 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
534 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
535 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
536 * of that - don't do anything here and keep them disabled
537 */
538 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
539 static BOOL warned = FALSE;
540 if(!warned) {
541 FIXME("Clipping not supported with vertex shaders\n");
542 warned = TRUE;
543 }
544 }
545 return;
546 }
547
548 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
549 * of already set values
550 */
551
552 /* If enabling / disabling all
553 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
554 */
555 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
556 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
557 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
558 if (gl_info->supported[ARB_DEPTH_CLAMP])
559 {
560 glDisable(GL_DEPTH_CLAMP);
561 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
562 }
563 } else {
564 disable = 0xffffffff;
565 enable = 0x00;
566 if (gl_info->supported[ARB_DEPTH_CLAMP])
567 {
568 glEnable(GL_DEPTH_CLAMP);
569 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
570 }
571 else
572 {
573 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
574 }
575 }
576
577 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
578 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
579 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
580 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
581 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
582 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
583
584 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
585 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
586 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
587 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
588 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
589 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
590
591 /** update clipping status */
592 if (enable) {
593 stateblock->clip_status.ClipUnion = 0;
594 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
595 } else {
596 stateblock->clip_status.ClipUnion = 0;
597 stateblock->clip_status.ClipIntersection = 0;
598 }
599 }
600
601 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
602 {
603 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
604 }
605
606 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
607 {
608 const struct wined3d_gl_info *gl_info = context->gl_info;
609 int blendEquation = GL_FUNC_ADD;
610 int blendEquationAlpha = GL_FUNC_ADD;
611
612 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
613 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
614 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
615 {
616 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
617 return;
618 }
619
620 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
621 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
622 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
623 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
624 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
625 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
626 default:
627 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
628 }
629
630 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
631 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
632 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
633 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
634 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
635 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
636 default:
637 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
638 }
639
640 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
641 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
642 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
643 checkGLcall("glBlendEquationSeparateEXT");
644 } else {
645 TRACE("glBlendEquation(%x)\n", blendEquation);
646 GL_EXTCALL(glBlendEquationEXT(blendEquation));
647 checkGLcall("glBlendEquation");
648 }
649 }
650
651 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
652 {
653 const struct wined3d_gl_info *gl_info = context->gl_info;
654 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
655 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
656 * specular color. This is wrong:
657 * Separate specular color means the specular colour is maintained separately, whereas
658 * single color means it is merged in. However in both cases they are being used to
659 * some extent.
660 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
661 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
662 * running 1.4 yet!
663 *
664 *
665 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
666 * Instead, we need to setup the FinalCombiner properly.
667 *
668 * The default setup for the FinalCombiner is:
669 *
670 * <variable> <input> <mapping> <usage>
671 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
672 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
673 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
674 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
675 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
676 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
677 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
678 *
679 * That's pretty much fine as it is, except for variable B, which needs to take
680 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
681 * whether WINED3DRS_SPECULARENABLE is enabled or not.
682 */
683
684 TRACE("Setting specular enable state and materials\n");
685 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
686 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
687 checkGLcall("glMaterialfv");
688
689 if (stateblock->material.Power > gl_info->limits.shininess)
690 {
691 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
692 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
693 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
694 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
695 * them, it should be safe to do so without major visual distortions.
696 */
697 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
698 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
699 } else {
700 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
701 }
702 checkGLcall("glMaterialf(GL_SHININESS)");
703
704 if (gl_info->supported[EXT_SECONDARY_COLOR])
705 {
706 glEnable(GL_COLOR_SUM_EXT);
707 }
708 else
709 {
710 TRACE("Specular colors cannot be enabled in this version of opengl\n");
711 }
712 checkGLcall("glEnable(GL_COLOR_SUM)");
713
714 if (gl_info->supported[NV_REGISTER_COMBINERS])
715 {
716 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
717 checkGLcall("glFinalCombinerInputNV()");
718 }
719 } else {
720 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
721
722 /* for the case of enabled lighting: */
723 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
724 checkGLcall("glMaterialfv");
725
726 /* for the case of disabled lighting: */
727 if (gl_info->supported[EXT_SECONDARY_COLOR])
728 {
729 glDisable(GL_COLOR_SUM_EXT);
730 }
731 else
732 {
733 TRACE("Specular colors cannot be disabled in this version of opengl\n");
734 }
735 checkGLcall("glDisable(GL_COLOR_SUM)");
736
737 if (gl_info->supported[NV_REGISTER_COMBINERS])
738 {
739 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
740 checkGLcall("glFinalCombinerInputNV()");
741 }
742 }
743
744 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
745 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
746 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
747 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
748 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
749 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
750 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
751 stateblock->material.Specular.r, stateblock->material.Specular.g,
752 stateblock->material.Specular.b, stateblock->material.Specular.a);
753 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
754 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
755 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
756
757 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
758 checkGLcall("glMaterialfv(GL_AMBIENT)");
759 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
760 checkGLcall("glMaterialfv(GL_DIFFUSE)");
761 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
762 checkGLcall("glMaterialfv(GL_EMISSION)");
763 }
764
765 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
766 {
767 const struct wined3d_gl_info *gl_info = context->gl_info;
768 unsigned int i;
769
770 /* Note the texture color applies to all textures whereas
771 * GL_TEXTURE_ENV_COLOR applies to active only
772 */
773 float col[4];
774 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
775
776 /* And now the default texture color as well */
777 for (i = 0; i < gl_info->limits.texture_stages; ++i)
778 {
779 /* Note the WINED3DRS value applies to all textures, but GL has one
780 * per texture, so apply it now ready to be used!
781 */
782 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
783 checkGLcall("glActiveTextureARB");
784
785 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
786 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
787 }
788 }
789
790 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
791 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
792 {
793 const struct wined3d_gl_info *gl_info = context->gl_info;
794
795 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
796 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
797 GL_EXTCALL(glActiveStencilFaceEXT(face));
798 checkGLcall("glActiveStencilFaceEXT(...)");
799 glStencilFunc(func, ref, mask);
800 checkGLcall("glStencilFunc(...)");
801 glStencilOp(stencilFail, depthFail, stencilPass);
802 checkGLcall("glStencilOp(...)");
803 }
804
805 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
806 {
807 const struct wined3d_gl_info *gl_info = context->gl_info;
808 DWORD onesided_enable = FALSE;
809 DWORD twosided_enable = FALSE;
810 GLint func = GL_ALWAYS;
811 GLint func_ccw = GL_ALWAYS;
812 GLint ref = 0;
813 GLuint mask = 0;
814 GLint stencilFail = GL_KEEP;
815 GLint depthFail = GL_KEEP;
816 GLint stencilPass = GL_KEEP;
817 GLint stencilFail_ccw = GL_KEEP;
818 GLint depthFail_ccw = GL_KEEP;
819 GLint stencilPass_ccw = GL_KEEP;
820
821 /* No stencil test without a stencil buffer. */
822 if (!stateblock->device->depth_stencil)
823 {
824 glDisable(GL_STENCIL_TEST);
825 checkGLcall("glDisable GL_STENCIL_TEST");
826 return;
827 }
828
829 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
830 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
831 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
832 func = GL_ALWAYS;
833 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
834 func_ccw = GL_ALWAYS;
835 ref = stateblock->renderState[WINED3DRS_STENCILREF];
836 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
837 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
838 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
839 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
840 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
841 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
842 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
843
844 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
845 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
846 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
847 onesided_enable, twosided_enable, ref, mask,
848 func, stencilFail, depthFail, stencilPass,
849 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
850
851 if (twosided_enable && onesided_enable) {
852 glEnable(GL_STENCIL_TEST);
853 checkGLcall("glEnable GL_STENCIL_TEST");
854
855 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
856 {
857 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
858 * which has an effect on the code below too. If we apply the front face
859 * afterwards, we are sure that the active stencil face is set to front,
860 * and other stencil functions which do not use two sided stencil do not have
861 * to set it back
862 */
863 renderstate_stencil_twosided(context, GL_BACK,
864 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
865 renderstate_stencil_twosided(context, GL_FRONT,
866 func, ref, mask, stencilFail, depthFail, stencilPass);
867 }
868 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
869 {
870 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
871 checkGLcall("glStencilFuncSeparateATI(...)");
872 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
873 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
874 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
875 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
876 } else {
877 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
878 }
879 }
880 else if(onesided_enable)
881 {
882 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
883 {
884 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
885 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
886 }
887
888 /* This code disables the ATI extension as well, since the standard stencil functions are equal
889 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
890 */
891 glEnable(GL_STENCIL_TEST);
892 checkGLcall("glEnable GL_STENCIL_TEST");
893 glStencilFunc(func, ref, mask);
894 checkGLcall("glStencilFunc(...)");
895 glStencilOp(stencilFail, depthFail, stencilPass);
896 checkGLcall("glStencilOp(...)");
897 } else {
898 glDisable(GL_STENCIL_TEST);
899 checkGLcall("glDisable GL_STENCIL_TEST");
900 }
901 }
902
903 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
904 {
905 DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
906 const struct wined3d_gl_info *gl_info = context->gl_info;
907
908 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
909 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
910 glStencilMask(mask);
911 checkGLcall("glStencilMask");
912 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
913 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
914 glStencilMask(mask);
915 }
916
917 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
918 {
919 DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
920
921 glStencilMask(mask);
922 checkGLcall("glStencilMask");
923 }
924
925 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
926 {
927
928 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
929
930 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
931
932 /* Table fog on: Never use fog coords, and use per-fragment fog */
933 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
934 glHint(GL_FOG_HINT, GL_NICEST);
935 if(context->fog_coord) {
936 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
937 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
938 context->fog_coord = FALSE;
939 }
940 return;
941 }
942
943 /* Otherwise use per-vertex fog in any case */
944 glHint(GL_FOG_HINT, GL_FASTEST);
945
946 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
947 /* No fog at all, or transformed vertices: Use fog coord */
948 if(!context->fog_coord) {
949 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
950 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
951 context->fog_coord = TRUE;
952 }
953 } else {
954 /* Otherwise, use the fragment depth */
955 if(context->fog_coord) {
956 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
957 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
958 context->fog_coord = FALSE;
959 }
960 }
961 }
962
963 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
964 {
965 float fogstart, fogend;
966 union {
967 DWORD d;
968 float f;
969 } tmpvalue;
970
971 switch(context->fog_source) {
972 case FOGSOURCE_VS:
973 fogstart = 1.0f;
974 fogend = 0.0f;
975 break;
976
977 case FOGSOURCE_COORD:
978 fogstart = 255.0f;
979 fogend = 0.0f;
980 break;
981
982 case FOGSOURCE_FFP:
983 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
984 fogstart = tmpvalue.f;
985 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
986 fogend = tmpvalue.f;
987 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
988 if(fogstart == fogend) {
989 fogstart = -1.0f / 0.0f;
990 fogend = 0.0f;
991 }
992 break;
993
994 default:
995 /* This should not happen.context->fog_source is set in wined3d, not the app.
996 * Still this is needed to make the compiler happy
997 */
998 ERR("Unexpected fog coordinate source\n");
999 fogstart = 0.0f;
1000 fogend = 0.0f;
1001 }
1002
1003 glFogf(GL_FOG_START, fogstart);
1004 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1005 TRACE("Fog Start == %f\n", fogstart);
1006
1007 glFogf(GL_FOG_END, fogend);
1008 checkGLcall("glFogf(GL_FOG_END, fogend)");
1009 TRACE("Fog End == %f\n", fogend);
1010 }
1011
1012 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1013 {
1014 enum fogsource new_source;
1015
1016 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1017
1018 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1019 /* No fog? Disable it, and we're done :-) */
1020 glDisableWINE(GL_FOG);
1021 checkGLcall("glDisable GL_FOG");
1022 return;
1023 }
1024
1025 /* Fog Rules:
1026 *
1027 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1028 * It can use the Z value of the vertex, or the alpha component of the specular color.
1029 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1030 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1031 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1032 *
1033 * FOGTABLEMODE != NONE:
1034 * The Z value is used, with the equation specified, no matter what vertex type.
1035 *
1036 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1037 * Per vertex fog is calculated using the specified fog equation and the parameters
1038 *
1039 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1040 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1041 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1042 *
1043 *
1044 * Rules for vertex fog with shaders:
1045 *
1046 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1047 * the fog computation to happen during transformation while openGL expects it to happen
1048 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1049 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1050 * To solve this problem, WineD3D does:
1051 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1052 * shader,
1053 * and 2) disables the fog computation (in either the fixed function or programmable
1054 * rasterizer) if using a vertex program.
1055 *
1056 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1057 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1058 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1059 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1060 * There are some GL differences between specular fog coords and vertex shaders though.
1061 *
1062 * With table fog the vertex shader fog coordinate is ignored.
1063 *
1064 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1065 * without shaders).
1066 */
1067
1068 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1069 * the system will apply only pixel(=table) fog effects."
1070 */
1071 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1072 if(use_vs(stateblock)) {
1073 glFogi(GL_FOG_MODE, GL_LINEAR);
1074 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1075 new_source = FOGSOURCE_VS;
1076 } else {
1077 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1078 /* If processed vertices are used, fall through to the NONE case */
1079 case WINED3DFOG_EXP:
1080 if(!context->last_was_rhw) {
1081 glFogi(GL_FOG_MODE, GL_EXP);
1082 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1083 new_source = FOGSOURCE_FFP;
1084 break;
1085 }
1086 /* drop through */
1087
1088 case WINED3DFOG_EXP2:
1089 if(!context->last_was_rhw) {
1090 glFogi(GL_FOG_MODE, GL_EXP2);
1091 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1092 new_source = FOGSOURCE_FFP;
1093 break;
1094 }
1095 /* drop through */
1096
1097 case WINED3DFOG_LINEAR:
1098 if(!context->last_was_rhw) {
1099 glFogi(GL_FOG_MODE, GL_LINEAR);
1100 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1101 new_source = FOGSOURCE_FFP;
1102 break;
1103 }
1104 /* drop through */
1105
1106 case WINED3DFOG_NONE:
1107 /* Both are none? According to msdn the alpha channel of the specular
1108 * color contains a fog factor. Set it in drawStridedSlow.
1109 * Same happens with Vertexfog on transformed vertices
1110 */
1111 new_source = FOGSOURCE_COORD;
1112 glFogi(GL_FOG_MODE, GL_LINEAR);
1113 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1114 break;
1115
1116 default:
1117 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1118 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1119 }
1120 }
1121 } else {
1122 new_source = FOGSOURCE_FFP;
1123
1124 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1125 case WINED3DFOG_EXP:
1126 glFogi(GL_FOG_MODE, GL_EXP);
1127 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1128 break;
1129
1130 case WINED3DFOG_EXP2:
1131 glFogi(GL_FOG_MODE, GL_EXP2);
1132 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1133 break;
1134
1135 case WINED3DFOG_LINEAR:
1136 glFogi(GL_FOG_MODE, GL_LINEAR);
1137 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1138 break;
1139
1140 case WINED3DFOG_NONE: /* Won't happen */
1141 default:
1142 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1143 }
1144 }
1145
1146 glEnableWINE(GL_FOG);
1147 checkGLcall("glEnable GL_FOG");
1148 if(new_source != context->fog_source) {
1149 context->fog_source = new_source;
1150 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1151 }
1152 }
1153
1154 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1155 {
1156 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1157 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1158 }
1159 }
1160
1161 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1162 {
1163 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1164 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1165 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1166 } else {
1167 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1168 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1169 }
1170 }
1171
1172 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1173 {
1174 float col[4];
1175 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1176 glFogfv(GL_FOG_COLOR, &col[0]);
1177 checkGLcall("glFog GL_FOG_COLOR");
1178 }
1179
1180 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1181 {
1182 union {
1183 DWORD d;
1184 float f;
1185 } tmpvalue;
1186 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1187 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1188 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1189 }
1190
1191 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1192 {
1193 IWineD3DDeviceImpl *device = stateblock->device;
1194 GLenum Parm = 0;
1195
1196 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1197 * The vertex declaration will call this function if the fixed function pipeline is used.
1198 */
1199
1200 if(isStateDirty(context, STATE_VDECL)) {
1201 return;
1202 }
1203
1204 context->num_untracked_materials = 0;
1205 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1206 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1207 {
1208 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1209 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1210 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1211 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1212 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1213
1214 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1215 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1216 Parm = GL_AMBIENT_AND_DIFFUSE;
1217 } else {
1218 Parm = GL_DIFFUSE;
1219 }
1220 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1221 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1222 context->num_untracked_materials++;
1223 }
1224 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1225 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1226 context->num_untracked_materials++;
1227 }
1228 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1229 Parm = GL_AMBIENT;
1230 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1231 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1232 context->num_untracked_materials++;
1233 }
1234 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1235 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1236 context->num_untracked_materials++;
1237 }
1238 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1239 Parm = GL_EMISSION;
1240 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1241 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1242 context->num_untracked_materials++;
1243 }
1244 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1245 Parm = GL_SPECULAR;
1246 }
1247 }
1248
1249 /* Nothing changed, return. */
1250 if (Parm == context->tracking_parm) return;
1251
1252 if(!Parm) {
1253 glDisable(GL_COLOR_MATERIAL);
1254 checkGLcall("glDisable GL_COLOR_MATERIAL");
1255 } else {
1256 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1257 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1258 glEnable(GL_COLOR_MATERIAL);
1259 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1260 }
1261
1262 /* Apparently calls to glMaterialfv are ignored for properties we're
1263 * tracking with glColorMaterial, so apply those here. */
1264 switch (context->tracking_parm) {
1265 case GL_AMBIENT_AND_DIFFUSE:
1266 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1267 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1268 checkGLcall("glMaterialfv");
1269 break;
1270
1271 case GL_DIFFUSE:
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1273 checkGLcall("glMaterialfv");
1274 break;
1275
1276 case GL_AMBIENT:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1278 checkGLcall("glMaterialfv");
1279 break;
1280
1281 case GL_EMISSION:
1282 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1283 checkGLcall("glMaterialfv");
1284 break;
1285
1286 case GL_SPECULAR:
1287 /* Only change material color if specular is enabled, otherwise it is set to black */
1288 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1290 checkGLcall("glMaterialfv");
1291 } else {
1292 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1294 checkGLcall("glMaterialfv");
1295 }
1296 break;
1297 }
1298
1299 context->tracking_parm = Parm;
1300 }
1301
1302 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1303 {
1304 union {
1305 DWORD d;
1306 WINED3DLINEPATTERN lp;
1307 } tmppattern;
1308 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1309
1310 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1311
1312 if (tmppattern.lp.wRepeatFactor) {
1313 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1314 checkGLcall("glLineStipple(repeat, linepattern)");
1315 glEnable(GL_LINE_STIPPLE);
1316 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1317 } else {
1318 glDisable(GL_LINE_STIPPLE);
1319 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1320 }
1321 }
1322
1323 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1324 {
1325 union {
1326 DWORD d;
1327 float f;
1328 } tmpvalue;
1329
1330 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1331 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1332 TRACE("ZBias value %f\n", tmpvalue.f);
1333 glPolygonOffset(0, -tmpvalue.f);
1334 checkGLcall("glPolygonOffset(0, -Value)");
1335 glEnable(GL_POLYGON_OFFSET_FILL);
1336 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1337 glEnable(GL_POLYGON_OFFSET_LINE);
1338 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1339 glEnable(GL_POLYGON_OFFSET_POINT);
1340 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1341 } else {
1342 glDisable(GL_POLYGON_OFFSET_FILL);
1343 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1344 glDisable(GL_POLYGON_OFFSET_LINE);
1345 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1346 glDisable(GL_POLYGON_OFFSET_POINT);
1347 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1348 }
1349 }
1350
1351
1352 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1353 {
1354 if(isStateDirty(context, STATE_VDECL)) {
1355 return;
1356 }
1357 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1358 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1359 * by zero and is not properly defined in opengl, so avoid it
1360 */
1361 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1362 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1363 {
1364 glEnable(GL_NORMALIZE);
1365 checkGLcall("glEnable(GL_NORMALIZE);");
1366 } else {
1367 glDisable(GL_NORMALIZE);
1368 checkGLcall("glDisable(GL_NORMALIZE);");
1369 }
1370 }
1371
1372 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1373 {
1374 union {
1375 DWORD d;
1376 float f;
1377 } tmpvalue;
1378
1379 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1380 if (tmpvalue.f != 1.0f)
1381 {
1382 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1383 }
1384 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1385 if (tmpvalue.f != 64.0f)
1386 {
1387 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1388 }
1389
1390 }
1391
1392 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1393 {
1394 const struct wined3d_gl_info *gl_info = context->gl_info;
1395 union
1396 {
1397 DWORD d;
1398 float f;
1399 } min, max;
1400
1401 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1402 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1403
1404 /* Max point size trumps min point size */
1405 if(min.f > max.f) {
1406 min.f = max.f;
1407 }
1408
1409 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1410 checkGLcall("glPointParameterfEXT(...)");
1411 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1412 checkGLcall("glPointParameterfEXT(...)");
1413 }
1414
1415 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1416 {
1417 const struct wined3d_gl_info *gl_info = context->gl_info;
1418 union
1419 {
1420 DWORD d;
1421 float f;
1422 } min, max;
1423
1424 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1425 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1426
1427 /* Max point size trumps min point size */
1428 if(min.f > max.f) {
1429 min.f = max.f;
1430 }
1431
1432 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1433 checkGLcall("glPointParameterfARB(...)");
1434 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1435 checkGLcall("glPointParameterfARB(...)");
1436 }
1437
1438 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1439 {
1440 const struct wined3d_gl_info *gl_info = context->gl_info;
1441 /* TODO: Group this with the viewport */
1442 /*
1443 * POINTSCALEENABLE controls how point size value is treated. If set to
1444 * true, the point size is scaled with respect to height of viewport.
1445 * When set to false point size is in pixels.
1446 */
1447
1448 /* Default values */
1449 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1450 union {
1451 DWORD d;
1452 float f;
1453 } pointSize, A, B, C;
1454
1455 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1456 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1457 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1458 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1459
1460 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1461 GLfloat scaleFactor;
1462 float h = stateblock->viewport.Height;
1463
1464 if (pointSize.f < gl_info->limits.pointsize_min)
1465 {
1466 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1467 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1468 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1469 * are less than 1.0f. scale_factor = 1.0f / point_size.
1470 */
1471 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1472 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1473 * is 1.0, but then accepts points below that and draws too small points
1474 */
1475 pointSize.f = gl_info->limits.pointsize_min;
1476 }
1477 else if(pointSize.f > gl_info->limits.pointsize_max)
1478 {
1479 /* gl already scales the input to glPointSize,
1480 * d3d scales the result after the point size scale.
1481 * If the point size is bigger than the max size, use the
1482 * scaling to scale it bigger, and set the gl point size to max
1483 */
1484 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1485 TRACE("scale: %f\n", scaleFactor);
1486 pointSize.f = gl_info->limits.pointsize_max;
1487 } else {
1488 scaleFactor = 1.0f;
1489 }
1490 scaleFactor = pow(h * scaleFactor, 2);
1491
1492 att[0] = A.f / scaleFactor;
1493 att[1] = B.f / scaleFactor;
1494 att[2] = C.f / scaleFactor;
1495 }
1496
1497 if (gl_info->supported[ARB_POINT_PARAMETERS])
1498 {
1499 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1500 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1501 }
1502 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1503 {
1504 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1505 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1506 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1507 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1508 }
1509
1510 glPointSize(pointSize.f);
1511 checkGLcall("glPointSize(...);");
1512 }
1513
1514 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1515 {
1516 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1517 }
1518
1519 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1520 {
1521 DWORD mask0 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1522 DWORD mask1 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE1];
1523 DWORD mask2 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE2];
1524 DWORD mask3 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE3];
1525
1526 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1527 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1528 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1529 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1530 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1531 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1532 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1533 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1534 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1535 checkGLcall("glColorMask(...)");
1536
1537 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1538 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1539 {
1540 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1541 mask0, mask1, mask2, mask3);
1542 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1543 }
1544 }
1545
1546 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1547 {
1548 GL_EXTCALL(glColorMaskIndexedEXT(index,
1549 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1550 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1551 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1552 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1553 }
1554
1555 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1556 {
1557 set_color_mask(context->gl_info, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1558 }
1559
1560 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1561 {
1562 set_color_mask(context->gl_info, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1563 }
1564
1565 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1566 {
1567 set_color_mask(context->gl_info, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1568 }
1569
1570 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1571 {
1572 set_color_mask(context->gl_info, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1573 }
1574
1575 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1576 {
1577 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1578 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1579 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1580 } else {
1581 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1582 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1583 }
1584 }
1585
1586 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1587 {
1588 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1589 TRACE("Last Pixel Drawing Enabled\n");
1590 } else {
1591 static BOOL warned;
1592 if (!warned) {
1593 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1594 warned = TRUE;
1595 } else {
1596 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1597 }
1598 }
1599 }
1600
1601 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1602 {
1603 static BOOL warned;
1604
1605 /* TODO: NV_POINT_SPRITE */
1606 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1607 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1608 FIXME("Point sprites not supported\n");
1609 warned = TRUE;
1610 }
1611 }
1612
1613 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1614 {
1615 const struct wined3d_gl_info *gl_info = context->gl_info;
1616
1617 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1618 {
1619 static BOOL warned;
1620
1621 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1622 {
1623 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1624 {
1625 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1626 warned = TRUE;
1627 }
1628 }
1629
1630 glEnable(GL_POINT_SPRITE_ARB);
1631 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1632 } else {
1633 glDisable(GL_POINT_SPRITE_ARB);
1634 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1635 }
1636 }
1637
1638 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1639 {
1640 /**
1641 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1642 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1643 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1644 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1645
1646 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1647 */
1648 TRACE("Stub\n");
1649 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1650 stateblock->renderState[WINED3DRS_WRAP1] ||
1651 stateblock->renderState[WINED3DRS_WRAP2] ||
1652 stateblock->renderState[WINED3DRS_WRAP3] ||
1653 stateblock->renderState[WINED3DRS_WRAP4] ||
1654 stateblock->renderState[WINED3DRS_WRAP5] ||
1655 stateblock->renderState[WINED3DRS_WRAP6] ||
1656 stateblock->renderState[WINED3DRS_WRAP7] ||
1657 stateblock->renderState[WINED3DRS_WRAP8] ||
1658 stateblock->renderState[WINED3DRS_WRAP9] ||
1659 stateblock->renderState[WINED3DRS_WRAP10] ||
1660 stateblock->renderState[WINED3DRS_WRAP11] ||
1661 stateblock->renderState[WINED3DRS_WRAP12] ||
1662 stateblock->renderState[WINED3DRS_WRAP13] ||
1663 stateblock->renderState[WINED3DRS_WRAP14] ||
1664 stateblock->renderState[WINED3DRS_WRAP15] ) {
1665 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1666 }
1667 }
1668
1669 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1670 {
1671 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1672 WARN("Multisample antialiasing not supported by gl\n");
1673 }
1674 }
1675
1676 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1677 {
1678 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1679 glEnable(GL_MULTISAMPLE_ARB);
1680 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1681 } else {
1682 glDisable(GL_MULTISAMPLE_ARB);
1683 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1684 }
1685 }
1686
1687 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1688 {
1689 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1690 glEnable(GL_SCISSOR_TEST);
1691 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1692 } else {
1693 glDisable(GL_SCISSOR_TEST);
1694 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1695 }
1696 }
1697
1698 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1699 * OpenGL the bias is specified in units of "the smallest value that is
1700 * guaranteed to produce a resolvable offset for a given implementation". To
1701 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1702 * There's no practical way to retrieve that value from a given GL
1703 * implementation, but the D3D application has essentially the same problem,
1704 * which makes a guess of 1e-6f seem reasonable here. Note that
1705 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1706 * need to be scaled. */
1707 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1708 {
1709 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1710 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1711 {
1712 union
1713 {
1714 DWORD d;
1715 float f;
1716 } scale_bias, const_bias;
1717
1718 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1719 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1720
1721 glEnable(GL_POLYGON_OFFSET_FILL);
1722 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1723
1724 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1725 checkGLcall("glPolygonOffset(...)");
1726 } else {
1727 glDisable(GL_POLYGON_OFFSET_FILL);
1728 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1729 }
1730 }
1731
1732 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1733 {
1734 if (stateblock->renderState[WINED3DRS_ZVISIBLE])
1735 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1736 }
1737
1738 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1739 {
1740 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1741 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1742 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1743 } else {
1744 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1745 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1746 }
1747 }
1748
1749 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1750 {
1751 TRACE("Stub\n");
1752 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1753 FIXME(" Stippled Alpha not supported yet.\n");
1754 }
1755
1756 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1757 {
1758 TRACE("Stub\n");
1759 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1760 FIXME(" Antialias not supported yet.\n");
1761 }
1762
1763 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1764 {
1765 TRACE("Stub\n");
1766 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1767 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1768 }
1769
1770 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1771 {
1772 TRACE("Stub\n");
1773 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1774 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1775 }
1776
1777 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1778 {
1779 union {
1780 DWORD d;
1781 float f;
1782 } tmpvalue;
1783 tmpvalue.f = 1.0f;
1784
1785 TRACE("Stub\n");
1786 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1787 {
1788 static BOOL displayed = FALSE;
1789
1790 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1791 if(!displayed)
1792 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1793
1794 displayed = TRUE;
1795 }
1796 }
1797
1798 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1799 {
1800 TRACE("Stub\n");
1801 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1802 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1803 }
1804
1805 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1806 {
1807 TRACE("Stub\n");
1808 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1809 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1810 }
1811
1812 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1813 {
1814 TRACE("Stub\n");
1815 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1816 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1817 }
1818
1819 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1820 {
1821 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1822 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1823 }
1824 }
1825
1826 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1827 {
1828 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1829 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1830 }
1831 }
1832
1833 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1834 {
1835 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1836 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1837 }
1838 }
1839
1840 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1841 {
1842 if(stateblock->renderState[WINED3DRS_ROP2]) {
1843 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1844 }
1845 }
1846
1847 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1848 {
1849 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1850 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1851 }
1852 }
1853
1854 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1855 {
1856 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1857 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1858 }
1859 }
1860
1861 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1862 {
1863 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1864 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1865 }
1866 }
1867
1868 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1869 {
1870 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1871 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1872 }
1873 }
1874
1875 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1876 {
1877 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1878 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1879 }
1880 }
1881
1882 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1883 {
1884 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1885 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1886 }
1887 }
1888
1889 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1890 {
1891 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1892 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1893 }
1894 }
1895
1896 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1897 {
1898 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1899 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1900 }
1901 }
1902
1903 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1904 {
1905 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1906 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1907 }
1908 }
1909
1910 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1911 {
1912 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1913 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1914 }
1915 }
1916
1917 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1918 {
1919 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1920 {
1921 FIXME("Software vertex processing not implemented.\n");
1922 }
1923 }
1924
1925 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1926 #if defined (GL_VERSION_1_3)
1927 # define useext(A) A
1928 #elif defined (GL_EXT_texture_env_combine)
1929 # define useext(A) A##_EXT
1930 #elif defined (GL_ARB_texture_env_combine)
1931 # define useext(A) A##_ARB
1932 #endif
1933
1934 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1935 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1936 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1937 * flag specifies the complement of the input should be used. */
1938 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1939 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1940
1941 /* Calculate the operand */
1942 if (complement) {
1943 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1944 else *operand = GL_ONE_MINUS_SRC_COLOR;
1945 } else {
1946 if (from_alpha) *operand = GL_SRC_ALPHA;
1947 else *operand = GL_SRC_COLOR;
1948 }
1949
1950 /* Calculate the source */
1951 switch (arg & WINED3DTA_SELECTMASK) {
1952 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1953 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1954 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1955 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1956 case WINED3DTA_SPECULAR:
1957 /*
1958 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1959 * 'Secondary color' and isn't supported until base GL supports it
1960 * There is no concept of temp registers as far as I can tell
1961 */
1962 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1963 *source = GL_TEXTURE;
1964 break;
1965 default:
1966 FIXME("Unrecognized texture arg %#x\n", arg);
1967 *source = GL_TEXTURE;
1968 break;
1969 }
1970 }
1971
1972 /* Setup the texture operations texture stage states */
1973 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1974 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1975 {
1976 const struct wined3d_gl_info *gl_info = context->gl_info;
1977 GLenum src1, src2, src3;
1978 GLenum opr1, opr2, opr3;
1979 GLenum comb_target;
1980 GLenum src0_target, src1_target, src2_target;
1981 GLenum opr0_target, opr1_target, opr2_target;
1982 GLenum scal_target;
1983 GLenum opr=0, invopr, src3_target, opr3_target;
1984 BOOL Handled = FALSE;
1985 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1986
1987 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1988
1989 /* This is called by a state handler which has the gl lock held and a context for the thread */
1990
1991 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1992 the form (a1 <operation> a2). However, some of the more complex operations
1993 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1994 in a third parameter called a0. Therefore these are operations of the form
1995 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1996
1997 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1998 functions below, expect their syntax to differ slightly to those listed in the
1999 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2000 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2001
2002 if (isAlpha) {
2003 comb_target = useext(GL_COMBINE_ALPHA);
2004 src0_target = useext(GL_SOURCE0_ALPHA);
2005 src1_target = useext(GL_SOURCE1_ALPHA);
2006 src2_target = useext(GL_SOURCE2_ALPHA);
2007 opr0_target = useext(GL_OPERAND0_ALPHA);
2008 opr1_target = useext(GL_OPERAND1_ALPHA);
2009 opr2_target = useext(GL_OPERAND2_ALPHA);
2010 scal_target = GL_ALPHA_SCALE;
2011 }
2012 else {
2013 comb_target = useext(GL_COMBINE_RGB);
2014 src0_target = useext(GL_SOURCE0_RGB);
2015 src1_target = useext(GL_SOURCE1_RGB);
2016 src2_target = useext(GL_SOURCE2_RGB);
2017 opr0_target = useext(GL_OPERAND0_RGB);
2018 opr1_target = useext(GL_OPERAND1_RGB);
2019 opr2_target = useext(GL_OPERAND2_RGB);
2020 scal_target = useext(GL_RGB_SCALE);
2021 }
2022
2023 /* If a texture stage references an invalid texture unit the stage just
2024 * passes through the result from the previous stage */
2025 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2026 arg1 = WINED3DTA_CURRENT;
2027 op = WINED3DTOP_SELECTARG1;
2028 }
2029
2030 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2031 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2032 } else {
2033 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2034 }
2035 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2036 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2037
2038 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2039
2040 Handled = TRUE; /* Assume will be handled */
2041
2042 /* Other texture operations require special extensions: */
2043 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2044 {
2045 if (isAlpha) {
2046 opr = GL_SRC_ALPHA;
2047 invopr = GL_ONE_MINUS_SRC_ALPHA;
2048 src3_target = GL_SOURCE3_ALPHA_NV;
2049 opr3_target = GL_OPERAND3_ALPHA_NV;
2050 } else {
2051 opr = GL_SRC_COLOR;
2052 invopr = GL_ONE_MINUS_SRC_COLOR;
2053 src3_target = GL_SOURCE3_RGB_NV;
2054 opr3_target = GL_OPERAND3_RGB_NV;
2055 }
2056 switch (op) {
2057 case WINED3DTOP_DISABLE: /* Only for alpha */
2058 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2059 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2060 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2061 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2062 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2063 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2064 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2065 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2066 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2067 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2068 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2069 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2070 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2071 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2072 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2073 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2074 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2075 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2076 break;
2077 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2078 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2079 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2080 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2081 if (op == WINED3DTOP_SELECTARG1) {
2082 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2083 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2084 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2085 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2086 } else {
2087 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2088 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2089 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2090 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2091 }
2092 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2093 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2094 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2095 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2096 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2097 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2098 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2099 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2100 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2102 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2103 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2104 break;
2105
2106 case WINED3DTOP_MODULATE:
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, 1);
2126 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2127 break;
2128 case WINED3DTOP_MODULATE2X:
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, 2);
2148 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2149 break;
2150 case WINED3DTOP_MODULATE4X:
2151 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2152 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2153 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2154 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2155 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2156 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2157 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2158 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2159 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2160 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2161 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2162 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2163 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2164 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2165 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2166 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2167 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2168 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2169 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2170 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2171 break;
2172
2173 case WINED3DTOP_ADD:
2174 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2175 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2176 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2177 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2178 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2179 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2180 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2182 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2183 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2184 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2185 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2186 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2187 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2188 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2189 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2190 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2191 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2192 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2193 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2194 break;
2195
2196 case WINED3DTOP_ADDSIGNED:
2197 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2198 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2199 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2200 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2201 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2202 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2203 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2204 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2205 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2206 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2207 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2208 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2209 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2210 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2211 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2212 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2213 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2214 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2215 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2216 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2217 break;
2218
2219 case WINED3DTOP_ADDSIGNED2X:
2220 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2221 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2222 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2223 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2224 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2225 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2226 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2227 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2228 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2229 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2230 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2231 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2232 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2233 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2234 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2235 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2236 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2237 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2238 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2239 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2240 break;
2241
2242 case WINED3DTOP_ADDSMOOTH:
2243 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2244 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2245 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2246 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2247 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2248 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2249 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2250 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2251 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2252 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2253 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2254 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2255 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2256 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2257 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2258 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2259 switch (opr1) {
2260 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2261 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2262 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2263 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2264 }
2265 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2266 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2267 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2268 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2269 break;
2270
2271 case WINED3DTOP_BLENDDIFFUSEALPHA:
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, useext(GL_PRIMARY_COLOR));
2279 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
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, useext(GL_PRIMARY_COLOR));
2287 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
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_BLENDTEXTUREALPHA:
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, GL_TEXTURE);
2301 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
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, GL_TEXTURE);
2309 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
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_BLENDFACTORALPHA:
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, useext(GL_CONSTANT));
2323 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
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, useext(GL_CONSTANT));
2331 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
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_BLENDTEXTUREALPHAPM:
2338 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2339 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2340 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2341 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2342 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2343 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
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);
2349 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2350 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2351 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2352 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2353 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2354 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2355 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2356 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2357 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2358 break;
2359 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2360 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2361 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2362 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2363 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2364 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2365 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2366 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2367 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2368 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2369 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2370 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2371 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2372 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2373 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2374 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2375 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2376 switch (opr) {
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, opr3_target, opr);
2381 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2382 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2383 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2384 break;
2385 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2386 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2387 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2388 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2389 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2390 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2391 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2392 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2393 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2394 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2395 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2396 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2397 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2398 switch (opr1) {
2399 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2400 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2401 }
2402 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2403 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2404 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2405 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2406 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2407 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2408 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2409 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2410 break;
2411 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2412 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2413 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2414 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2415 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2416 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2417 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2418 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2419 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2420 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2421 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2422 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2423 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2424 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2425 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2426 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2427 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2428 switch (opr1) {
2429 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2430 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2431 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2432 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2433 }
2434 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2435 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2436 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2437 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2438 break;
2439 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2440 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2441 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2442 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2443 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2444 switch (opr1) {
2445 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2446 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2447 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2448 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2449 }
2450 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2451 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2452 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2453 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2454 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2455 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2456 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2457 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2458 switch (opr1) {
2459 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2460 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2461 }
2462 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2463 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2464 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2465 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2466 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2467 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2470 break;
2471 case WINED3DTOP_MULTIPLYADD:
2472 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2473 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2474 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2475 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2476 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2477 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2478 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2479 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2480 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2481 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2482 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2483 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2484 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2485 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2486 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2487 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2488 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2489 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2490 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2491 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2492 break;
2493
2494 case WINED3DTOP_BUMPENVMAP:
2495 {
2496 }
2497
2498 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2499 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2500
2501 default:
2502 Handled = FALSE;
2503 }
2504 if (Handled) {
2505 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2506 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2507
2508 return;
2509 }
2510 } /* GL_NV_texture_env_combine4 */
2511
2512 Handled = TRUE; /* Again, assume handled */
2513 switch (op) {
2514 case WINED3DTOP_DISABLE: /* Only for alpha */
2515 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2516 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2517 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2518 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2519 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2520 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2521 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2522 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2523 break;
2524 case WINED3DTOP_SELECTARG1:
2525 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2526 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2527 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2528 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2529 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2530 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2531 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2532 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2533 break;
2534 case WINED3DTOP_SELECTARG2:
2535 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2536 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2537 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2538 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2539 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2540 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2541 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2543 break;
2544 case WINED3DTOP_MODULATE:
2545 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2547 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2549 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2551 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2553 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2555 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2556 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2557 break;
2558 case WINED3DTOP_MODULATE2X:
2559 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2560 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2561 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2562 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2563 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2564 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2565 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2566 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2567 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2568 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2569 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2570 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2571 break;
2572 case WINED3DTOP_MODULATE4X:
2573 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2574 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2575 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2576 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2577 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2578 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2579 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2580 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2581 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2582 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2583 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2585 break;
2586 case WINED3DTOP_ADD:
2587 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2589 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2598 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2599 break;
2600 case WINED3DTOP_ADDSIGNED:
2601 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2602 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2603 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2604 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2605 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2606 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2607 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2608 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2609 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2610 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2611 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2613 break;
2614 case WINED3DTOP_ADDSIGNED2X:
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2621 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2622 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2623 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2624 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2625 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2626 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2627 break;
2628 case WINED3DTOP_SUBTRACT:
2629 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2630 {
2631 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2632 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2633 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2634 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2635 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2636 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2637 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2638 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2639 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2640 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2641 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2642 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2643 } else {
2644 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2645 }
2646 break;
2647
2648 case WINED3DTOP_BLENDDIFFUSEALPHA:
2649 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2650 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2651 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2652 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2653 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2654 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2655 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2656 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2657 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2658 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2659 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2660 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2661 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2662 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2663 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2664 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2665 break;
2666 case WINED3DTOP_BLENDTEXTUREALPHA:
2667 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2668 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2669 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2670 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2671 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2672 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2673 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2674 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2675 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2676 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2677 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2678 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2679 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2680 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2681 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2683 break;
2684 case WINED3DTOP_BLENDFACTORALPHA:
2685 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2686 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2687 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2688 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2689 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2690 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2691 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2692 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2693 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2694 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2695 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2696 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2697 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2698 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2699 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2700 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2701 break;
2702 case WINED3DTOP_BLENDCURRENTALPHA:
2703 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2704 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2705 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2714 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2715 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2716 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2717 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2718 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2719 break;
2720 case WINED3DTOP_DOTPRODUCT3:
2721 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2722 {
2723 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2724 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2725 }
2726 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2727 {
2728 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2729 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2730 } else {
2731 FIXME("This version of opengl does not support GL_DOT3\n");
2732 }
2733 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2734 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2735 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2736 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2737 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2738 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2739 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2740 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2741 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2742 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2743 break;
2744 case WINED3DTOP_LERP:
2745 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2746 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2747 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2748 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2749 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2750 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2751 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2752 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2753 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2754 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2755 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2756 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2757 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2758 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2759 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2760 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2761 break;
2762 case WINED3DTOP_ADDSMOOTH:
2763 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2764 {
2765 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2767 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 switch (opr1) {
2770 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2771 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2772 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2773 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2774 }
2775 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
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_BLENDTEXTUREALPHAPM:
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, GL_TEXTURE);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2797 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2798 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2799 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2800 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2801 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2802 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2803 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2804 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2805 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2806 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2807 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2808 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2809 } else
2810 Handled = FALSE;
2811 break;
2812 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2813 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2814 {
2815 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2816 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2817 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2818 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2819 switch (opr1) {
2820 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2821 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2822 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2823 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2824 }
2825 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2826 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2827 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2828 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2829 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2830 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2831 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2832 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2833 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2834 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2835 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2836 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2837 } else
2838 Handled = FALSE;
2839 break;
2840 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2841 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2842 {
2843 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2844 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2845 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2848 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2849 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2850 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2851 switch (opr1) {
2852 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2853 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2854 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2855 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2856 }
2857 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2858 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2859 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2860 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2861 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2862 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2863 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2864 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2865 } else
2866 Handled = FALSE;
2867 break;
2868 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2869 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2870 {
2871 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2872 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2873 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2874 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2875 switch (opr1) {
2876 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2877 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2878 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2879 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2880 }
2881 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2882 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2883 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2884 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2885 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2886 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2887 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2888 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2889 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2890 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2891 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2892 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2893 } else
2894 Handled = FALSE;
2895 break;
2896 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2897 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2898 {
2899 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2900 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2901 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2902 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2903 switch (opr1) {
2904 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2905 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2906 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2907 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2908 }
2909 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2910 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2911 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2912 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2913 switch (opr1) {
2914 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2915 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2916 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2917 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2918 }
2919 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2920 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
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_MULTIPLYADD:
2931 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2932 {
2933 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2934 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2935 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2936 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2937 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2938 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2939 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2940 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2941 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2942 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2943 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2944 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2945 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2946 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2947 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2948 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2949 } else
2950 Handled = FALSE;
2951 break;
2952 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2953 case WINED3DTOP_BUMPENVMAP:
2954 if (gl_info->supported[NV_TEXTURE_SHADER2])
2955 {
2956 /* Technically texture shader support without register combiners is possible, but not expected to occur
2957 * on real world cards, so for now a fixme should be enough
2958 */
2959 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2960 }
2961 default:
2962 Handled = FALSE;
2963 }
2964
2965 if (Handled) {
2966 BOOL combineOK = TRUE;
2967 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2968 {
2969 DWORD op2;
2970
2971 if (isAlpha) {
2972 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2973 } else {
2974 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2975 }
2976
2977 /* Note: If COMBINE4 in effect can't go back to combine! */
2978 switch (op2) {
2979 case WINED3DTOP_ADDSMOOTH:
2980 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2981 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2982 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2983 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2984 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2985 case WINED3DTOP_MULTIPLYADD:
2986 /* Ignore those implemented in both cases */
2987 switch (op) {
2988 case WINED3DTOP_SELECTARG1:
2989 case WINED3DTOP_SELECTARG2:
2990 combineOK = FALSE;
2991 Handled = FALSE;
2992 break;
2993 default:
2994 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2995 return;
2996 }
2997 }
2998 }
2999
3000 if (combineOK) {
3001 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3002 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3003
3004 return;
3005 }
3006 }
3007
3008 /* After all the extensions, if still unhandled, report fixme */
3009 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3010 }
3011
3012
3013 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3014 {
3015 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3016 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3017 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3018 const struct wined3d_gl_info *gl_info = context->gl_info;
3019
3020 TRACE("Setting color op for stage %d\n", stage);
3021
3022 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3023 if (use_ps(stateblock)) return;
3024
3025 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3026
3027 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3028 {
3029 if (tex_used && mapped_stage >= gl_info->limits.textures)
3030 {
3031 FIXME("Attempt to enable unsupported stage!\n");
3032 return;
3033 }
3034 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3035 checkGLcall("glActiveTextureARB");
3036 }
3037
3038 if(stage >= stateblock->lowest_disabled_stage) {
3039 TRACE("Stage disabled\n");
3040 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3041 {
3042 /* Disable everything here */
3043 glDisable(GL_TEXTURE_2D);
3044 checkGLcall("glDisable(GL_TEXTURE_2D)");
3045 glDisable(GL_TEXTURE_3D);
3046 checkGLcall("glDisable(GL_TEXTURE_3D)");
3047 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3048 {
3049 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3050 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3051 }
3052 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3053 {
3054 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3055 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3056 }
3057 }
3058 /* All done */
3059 return;
3060 }
3061
3062 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3063 * if the sampler for this stage is dirty
3064 */
3065 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3066 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3067 }
3068
3069 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3070 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3071 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3072 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3073 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3074 }
3075
3076 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3077 {
3078 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3079 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3080 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3081 const struct wined3d_gl_info *gl_info = context->gl_info;
3082 DWORD op, arg1, arg2, arg0;
3083
3084 TRACE("Setting alpha op for stage %d\n", stage);
3085 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3086 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3087 {
3088 if (tex_used && mapped_stage >= gl_info->limits.textures)
3089 {
3090 FIXME("Attempt to enable unsupported stage!\n");
3091 return;
3092 }
3093 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3094 checkGLcall("glActiveTextureARB");
3095 }
3096
3097 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3098 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3099 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3100 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3101
3102 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3103 {
3104 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3105
3106 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3107 {
3108 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
3109 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
3110
3111 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3112 {
3113 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3114 * properly. On the other hand applications can still use texture combiners apparently. This code
3115 * takes care that apps cannot remove the texture's alpha channel entirely.
3116 *
3117 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3118 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3119 * and alpha component of diffuse color to draw things like translucent text and perform other
3120 * blending effects.
3121 *
3122 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3123 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3124 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3125 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3126 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3127 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3128 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3129 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3130 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3131 * alpha.
3132 *
3133 * What to do with multitexturing? So far no app has been found that uses color keying with
3134 * multitexturing */
3135 if (op == WINED3DTOP_DISABLE)
3136 {
3137 arg1 = WINED3DTA_TEXTURE;
3138 op = WINED3DTOP_SELECTARG1;
3139 }
3140 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3141 {
3142 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3143 {
3144 arg2 = WINED3DTA_TEXTURE;
3145 op = WINED3DTOP_MODULATE;
3146 }
3147 else arg1 = WINED3DTA_TEXTURE;
3148 }
3149 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3150 {
3151 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3152 {
3153 arg1 = WINED3DTA_TEXTURE;
3154 op = WINED3DTOP_MODULATE;
3155 }
3156 else arg2 = WINED3DTA_TEXTURE;
3157 }
3158 }
3159 }
3160 }
3161
3162 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3163 * this if block here, and the other code(color keying, texture unit selection) are the same
3164 */
3165 TRACE("Setting alpha op for stage %d\n", stage);
3166 if (gl_info->supported[NV_REGISTER_COMBINERS])
3167 {
3168 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3169 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3170 }
3171 else
3172 {
3173 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3174 }
3175 }
3176
3177 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3178 {
3179 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3180 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3181 const struct wined3d_gl_info *gl_info = context->gl_info;
3182 BOOL generated;
3183 int coordIdx;
3184
3185 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3186 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3187 {
3188 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3189 return;
3190 }
3191
3192 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3193 if (mapped_stage >= gl_info->limits.textures) return;
3194
3195 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3196 checkGLcall("glActiveTextureARB");
3197 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3198 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3199
3200 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3201 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3202 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3203 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3204 : WINED3DFMT_UNKNOWN,
3205 stateblock->device->frag_pipe->ffp_proj_control);
3206
3207 /* The sampler applying function calls us if this changes */
3208 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3209 {
3210 if(generated) {
3211 FIXME("Non-power2 texture being used with generated texture coords\n");
3212 }
3213 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3214 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3215 if (!use_ps(stateblock)) {
3216 TRACE("Non power two matrix multiply fixup\n");
3217 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3218 }
3219 }
3220 }
3221
3222 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3223 {
3224 unsigned int texture_idx;
3225
3226 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3227 {
3228 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3229 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3230 }
3231 }
3232
3233 static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock,
3234 const struct wined3d_stream_info *si, GLuint *curVBO)
3235 {
3236 const UINT *offset = stateblock->streamOffset;
3237 unsigned int mapped_stage = 0;
3238 unsigned int textureNo = 0;
3239
3240 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3241 {
3242 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3243
3244 mapped_stage = stateblock->device->texUnitMap[textureNo];
3245 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3246
3247 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3248 {
3249 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3250
3251 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3252 textureNo, mapped_stage, coordIdx, e->data);
3253
3254 if (*curVBO != e->buffer_object)
3255 {
3256 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3257 checkGLcall("glBindBufferARB");
3258 *curVBO = e->buffer_object;
3259 }
3260
3261 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3262 checkGLcall("glClientActiveTextureARB");
3263
3264 /* The coords to supply depend completely on the fvf / vertex shader */
3265 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3266 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3267 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3268 } else {
3269 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3270 }
3271 }
3272 if (gl_info->supported[NV_REGISTER_COMBINERS])
3273 {
3274 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3275 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3276 {
3277 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3278 }
3279 }
3280
3281 checkGLcall("loadTexCoords");
3282 }
3283
3284 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3285 {
3286 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3287 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3288 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3289 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3290 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3291 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3292 const struct wined3d_gl_info *gl_info = context->gl_info;
3293
3294 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3295 {
3296 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3297 return;
3298 }
3299
3300 if (mapped_stage >= gl_info->limits.fragment_samplers)
3301 {
3302 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3303 return;
3304 }
3305 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3306 checkGLcall("glActiveTextureARB");
3307
3308 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3309 *
3310 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3311 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3312 * means use the vertex position (camera-space) as the input texture coordinates
3313 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3314 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3315 * to the TEXCOORDINDEX value
3316 */
3317 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3318 {
3319 case WINED3DTSS_TCI_PASSTHRU:
3320 /* Use the specified texture coordinates contained within the
3321 * vertex format. This value resolves to zero. */
3322 glDisable(GL_TEXTURE_GEN_S);
3323 glDisable(GL_TEXTURE_GEN_T);
3324 glDisable(GL_TEXTURE_GEN_R);
3325 glDisable(GL_TEXTURE_GEN_Q);
3326 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3327 break;
3328
3329 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3330 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3331 * as the input texture coordinates for this stage's texture transformation. This
3332 * equates roughly to EYE_LINEAR */
3333
3334 glMatrixMode(GL_MODELVIEW);
3335 glPushMatrix();
3336 glLoadIdentity();
3337 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3338 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3339 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3340 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3341 glPopMatrix();
3342 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3343
3344 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3345 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3346 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3347 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3348
3349 glEnable(GL_TEXTURE_GEN_S);
3350 glEnable(GL_TEXTURE_GEN_T);
3351 glEnable(GL_TEXTURE_GEN_R);
3352 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3353
3354 break;
3355
3356 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3357 /* Note that NV_TEXGEN_REFLECTION support is implied when
3358 * ARB_TEXTURE_CUBE_MAP is supported */
3359 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3360 {
3361 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3362 break;
3363 }
3364
3365 glMatrixMode(GL_MODELVIEW);
3366 glPushMatrix();
3367 glLoadIdentity();
3368 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3369 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3370 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3371 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3372 glPopMatrix();
3373 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3374
3375 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3376 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3377 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3378 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3379
3380 glEnable(GL_TEXTURE_GEN_S);
3381 glEnable(GL_TEXTURE_GEN_T);
3382 glEnable(GL_TEXTURE_GEN_R);
3383 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3384
3385 break;
3386
3387 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3388 /* Note that NV_TEXGEN_REFLECTION support is implied when
3389 * ARB_TEXTURE_CUBE_MAP is supported */
3390 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3391 {
3392 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3393 break;
3394 }
3395
3396 glMatrixMode(GL_MODELVIEW);
3397 glPushMatrix();
3398 glLoadIdentity();
3399 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3400 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3401 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3402 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3403 glPopMatrix();
3404 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3405
3406 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3407 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3408 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3409 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3410
3411 glEnable(GL_TEXTURE_GEN_S);
3412 glEnable(GL_TEXTURE_GEN_T);
3413 glEnable(GL_TEXTURE_GEN_R);
3414 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3415
3416 break;
3417
3418 case WINED3DTSS_TCI_SPHEREMAP:
3419 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3420 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3421 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3422
3423 glEnable(GL_TEXTURE_GEN_S);
3424 glEnable(GL_TEXTURE_GEN_T);
3425 glDisable(GL_TEXTURE_GEN_R);
3426 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3427
3428 break;
3429
3430 default:
3431 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3432 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3433 glDisable(GL_TEXTURE_GEN_S);
3434 glDisable(GL_TEXTURE_GEN_T);
3435 glDisable(GL_TEXTURE_GEN_R);
3436 glDisable(GL_TEXTURE_GEN_Q);
3437 checkGLcall("Disable texgen.");
3438
3439 break;
3440 }
3441
3442 /* Update the texture matrix */
3443 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3444 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3445 }
3446
3447 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3448 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3449 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3450 * and do all the things linked to it
3451 * TODO: Tidy that up to reload only the arrays of the changed unit
3452 */
3453 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3454
3455 unloadTexCoords(gl_info);
3456 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3457 }
3458 }
3459
3460 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3461 {
3462 IWineD3DDeviceImpl *device = stateblock->device;
3463
3464 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3465 * has an update pending
3466 */
3467 if(isStateDirty(context, STATE_VDECL) ||
3468 isStateDirty(context, STATE_PIXELSHADER)) {
3469 return;
3470 }
3471
3472 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3473 }
3474
3475 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3476 {
3477 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3478
3479 if (stateblock->pixelShader && stage != 0
3480 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3481 {
3482 /* The pixel shader has to know the luminance scale. Do a constants update if it
3483 * isn't scheduled anyway
3484 */
3485 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3486 !isStateDirty(context, STATE_PIXELSHADER)) {
3487 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3488 }
3489 }
3490 }
3491
3492 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3493 {
3494 const DWORD sampler = state - STATE_SAMPLER(0);
3495 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3496
3497 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3498
3499 if(!texture) return;
3500 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3501 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3502 * scaling is reapplied or removed, the texture matrix has to be reapplied
3503 *
3504 * The mapped stage is already active because the sampler() function below, which is part of the
3505 * misc pipeline
3506 */
3507 if(sampler < MAX_TEXTURES) {
3508 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3509
3510 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3511 {
3512 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3513 else context->lastWasPow2Texture &= ~(1 << sampler);
3514 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3515 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3516 }
3517 }
3518 }
3519
3520 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3521 {
3522 DWORD sampler = state - STATE_SAMPLER(0);
3523 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3524 const struct wined3d_gl_info *gl_info = context->gl_info;
3525 union {
3526 float f;
3527 DWORD d;
3528 } tmpvalue;
3529
3530 TRACE("Sampler: %d\n", sampler);
3531 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3532 * only has to bind textures and set the per texture states
3533 */
3534
3535 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3536 {
3537 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3538 return;
3539 }
3540
3541 if (mapped_stage >= gl_info->limits.combined_samplers)
3542 {
3543 return;
3544 }
3545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3546 checkGLcall("glActiveTextureARB");
3547
3548 if(stateblock->textures[sampler]) {
3549 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3550 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3551 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3552 basetexture_apply_state_changes(stateblock->textures[sampler],
3553 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3554
3555 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3556 {
3557 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3558 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3559 GL_TEXTURE_LOD_BIAS_EXT,
3560 tmpvalue.f);
3561 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3562 }
3563
3564 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3565 {
3566 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3567 /* If color keying is enabled update the alpha test, it depends on the existence
3568 * of a color key in stage 0
3569 */
3570 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3571 }
3572 }
3573
3574 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3575 if (!tex_impl->baseTexture.pow2Matrix_identity)
3576 {
3577 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3578 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3579 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3580 }
3581 }
3582 else if (mapped_stage < gl_info->limits.textures)
3583 {
3584 if(sampler < stateblock->lowest_disabled_stage) {
3585 /* TODO: What should I do with pixel shaders here ??? */
3586 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3587 /* If color keying is enabled update the alpha test, it depends on the existence
3588 * of a color key in stage 0
3589 */
3590 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3591 }
3592 } /* Otherwise tex_colorop disables the stage */
3593 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3594 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3595 }
3596 }
3597
3598 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3599 {
3600 IWineD3DDeviceImpl *device = stateblock->device;
3601 BOOL use_pshader = use_ps(stateblock);
3602 BOOL use_vshader = use_vs(stateblock);
3603 int i;
3604
3605 if (use_pshader) {
3606 if(!context->last_was_pshader) {
3607 /* Former draw without a pixel shader, some samplers
3608 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3609 * make sure to enable them
3610 */
3611 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3612 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3613 sampler(STATE_SAMPLER(i), stateblock, context);
3614 }
3615 }
3616 context->last_was_pshader = TRUE;
3617 } else {
3618 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3619 * if a different texture was bound. I don't have to do anything.
3620 */
3621 }
3622 } else {
3623 /* Disabled the pixel shader - color ops weren't applied
3624 * while it was enabled, so re-apply them. */
3625 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3626 {
3627 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3628 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3629 }
3630 context->last_was_pshader = FALSE;
3631 }
3632
3633 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3634 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3635
3636 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3637 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3638 }
3639 }
3640 }
3641
3642 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3643 {
3644 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3645 if (stateblock->pixelShader && stage != 0
3646 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3647 {
3648 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3649 * anyway
3650 */
3651 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3652 !isStateDirty(context, STATE_PIXELSHADER)) {
3653 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3654 }
3655 }
3656 }
3657
3658 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3659 {
3660 /* This function is called by transform_view below if the view matrix was changed too
3661 *
3662 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3663 * does not always update the world matrix, only on a switch between transformed
3664 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3665 * draw, but that should be rather rare and cheaper in total.
3666 */
3667 glMatrixMode(GL_MODELVIEW);
3668 checkGLcall("glMatrixMode");
3669
3670 if(context->last_was_rhw) {
3671 glLoadIdentity();
3672 checkGLcall("glLoadIdentity()");
3673 } else {
3674 /* In the general case, the view matrix is the identity matrix */
3675 if (stateblock->device->view_ident)
3676 {
3677 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3678 checkGLcall("glLoadMatrixf");
3679 }
3680 else
3681 {
3682 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3683 checkGLcall("glLoadMatrixf");
3684 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3685 checkGLcall("glMultMatrixf");
3686 }
3687 }
3688 }
3689
3690 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3691 {
3692 UINT index = state - STATE_CLIPPLANE(0);
3693
3694 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3695 {
3696 return;
3697 }
3698
3699 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3700 if(!use_vs(stateblock)) {
3701 glMatrixMode(GL_MODELVIEW);
3702 glPushMatrix();
3703 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3704 } else {
3705 /* with vertex shaders, clip planes are not transformed in direct3d,
3706 * in OpenGL they are still transformed by the model view.
3707 * Use this to swap the y coordinate if necessary
3708 */
3709 glMatrixMode(GL_MODELVIEW);
3710 glPushMatrix();
3711 glLoadIdentity();
3712 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3713 }
3714
3715 TRACE("Clipplane [%f,%f,%f,%f]\n",
3716 stateblock->clipplane[index][0],
3717 stateblock->clipplane[index][1],
3718 stateblock->clipplane[index][2],
3719 stateblock->clipplane[index][3]);
3720 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3721 checkGLcall("glClipPlane");
3722
3723 glPopMatrix();
3724 }
3725
3726 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3727 {
3728 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3729 GLenum glMat;
3730 TRACE("Setting world matrix %d\n", matrix);
3731
3732 if (matrix >= context->gl_info->limits.blends)
3733 {
3734 WARN("Unsupported blend matrix set\n");
3735 return;
3736 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3737 return;
3738 }
3739
3740 /* GL_MODELVIEW0_ARB: 0x1700
3741 * GL_MODELVIEW1_ARB: 0x850a
3742 * GL_MODELVIEW2_ARB: 0x8722
3743 * GL_MODELVIEW3_ARB: 0x8723
3744 * etc
3745 * GL_MODELVIEW31_ARB: 0x873F
3746 */
3747 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3748 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3749
3750 glMatrixMode(glMat);
3751 checkGLcall("glMatrixMode(glMat)");
3752
3753 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3754 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3755 */
3756 if (stateblock->device->view_ident)
3757 {
3758 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3759 checkGLcall("glLoadMatrixf");
3760 }
3761 else
3762 {
3763 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3764 checkGLcall("glLoadMatrixf");
3765 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3766 checkGLcall("glMultMatrixf");
3767 }
3768 }
3769
3770 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3771 {
3772 WINED3DVERTEXBLENDFLAGS f = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3773 static unsigned int once;
3774
3775 if (f == WINED3DVBF_DISABLE) return;
3776
3777 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3778 else WARN("Vertex blend flags %#x not supported.\n", f);
3779 }
3780
3781 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3782 {
3783 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3784 const struct wined3d_gl_info *gl_info = context->gl_info;
3785 static unsigned int once;
3786
3787 switch(val) {
3788 case WINED3DVBF_1WEIGHTS:
3789 case WINED3DVBF_2WEIGHTS:
3790 case WINED3DVBF_3WEIGHTS:
3791 glEnable(GL_VERTEX_BLEND_ARB);
3792 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3793
3794 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3795 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3796 */
3797 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3798
3799 if (!stateblock->device->vertexBlendUsed)
3800 {
3801 unsigned int i;
3802 for (i = 1; i < gl_info->limits.blends; ++i)
3803 {
3804 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3805 {
3806 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3807 }
3808 }
3809 stateblock->device->vertexBlendUsed = TRUE;
3810 }
3811 break;
3812
3813 case WINED3DVBF_TWEENING:
3814 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3815 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3816 else WARN("Vertex blend flags %#x not supported.\n", val);
3817 /* Fall through. */
3818 case WINED3DVBF_DISABLE:
3819 glDisable(GL_VERTEX_BLEND_ARB);
3820 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3821 break;
3822 }
3823 }
3824
3825 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3826 {
3827 const struct wined3d_gl_info *gl_info = context->gl_info;
3828 const struct wined3d_light_info *light = NULL;
3829 unsigned int k;
3830
3831 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3832 * NOTE: We have to reset the positions even if the light/plane is not currently
3833 * enabled, since the call to enable it will not reset the position.
3834 * NOTE2: Apparently texture transforms do NOT need reapplying
3835 */
3836
3837 glMatrixMode(GL_MODELVIEW);
3838 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3839 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3840 checkGLcall("glLoadMatrixf(...)");
3841
3842 /* Reset lights. TODO: Call light apply func */
3843 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3844 {
3845 light = stateblock->activeLights[k];
3846 if(!light) continue;
3847 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3848 checkGLcall("glLightfv posn");
3849 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3850 checkGLcall("glLightfv dirn");
3851 }
3852
3853 /* Reset Clipping Planes */
3854 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3855 {
3856 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3857 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3858 }
3859 }
3860
3861 if(context->last_was_rhw) {
3862 glLoadIdentity();
3863 checkGLcall("glLoadIdentity()");
3864 /* No need to update the world matrix, the identity is fine */
3865 return;
3866 }
3867
3868 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3869 * No need to do it here if the state is scheduled for update.
3870 */
3871 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3872 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3873 }
3874
3875 /* Avoid looping over a number of matrices if the app never used the functionality */
3876 if (stateblock->device->vertexBlendUsed)
3877 {
3878 for (k = 1; k < gl_info->limits.blends; ++k)
3879 {
3880 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3881 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3882 }
3883 }
3884 }
3885 }
3886
3887 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3888 {
3889 glMatrixMode(GL_PROJECTION);
3890 checkGLcall("glMatrixMode(GL_PROJECTION)");
3891 glLoadIdentity();
3892 checkGLcall("glLoadIdentity");
3893
3894 if (context->last_was_rhw)
3895 {
3896 double x = stateblock->viewport.X;
3897 double y = stateblock->viewport.Y;
3898 double w = stateblock->viewport.Width;
3899 double h = stateblock->viewport.Height;
3900
3901 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3902 if (context->render_offscreen)
3903 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3904 else
3905 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3906 checkGLcall("glOrtho");
3907
3908 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3909 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3910 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3911
3912 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3913 * render everything upside down when rendering offscreen. */
3914 if (context->render_offscreen)
3915 {
3916 glScalef(1.0f, -1.0f, 1.0f);
3917 checkGLcall("glScalef");
3918 }
3919 } else {
3920 /* The rule is that the window coordinate 0 does not correspond to the
3921 beginning of the first pixel, but the center of the first pixel.
3922 As a consequence if you want to correctly draw one line exactly from
3923 the left to the right end of the viewport (with all matrices set to
3924 be identity), the x coords of both ends of the line would be not
3925 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3926 instead.
3927
3928 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3929 divide by the Width/Height, so we need the half range(1.0) to translate by
3930 half a pixel.
3931
3932 The other fun is that d3d's output z range after the transformation is [0;1],
3933 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3934 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3935 of Z buffer precision and the clear values do not match in the z test. Thus scale
3936 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3937 */
3938
3939 /*
3940 * Careful with the order of operations here, we're essentially working backwards:
3941 * x = x + 1/w;
3942 * y = (y - 1/h) * flip;
3943 * z = z * 2 - 1;
3944 *
3945 * Becomes:
3946 * glTranslatef(0.0, 0.0, -1.0);
3947 * glScalef(1.0, 1.0, 2.0);
3948 *
3949 * glScalef(1.0, flip, 1.0);
3950 * glTranslatef(1/w, -1/h, 0.0);
3951 *
3952 * This is equivalent to:
3953 * glTranslatef(1/w, -flip/h, -1.0)
3954 * glScalef(1.0, flip, 2.0);
3955 */
3956
3957 /* Translate by slightly less than a half pixel to force a top-left
3958 * filling convention. We want the difference to be large enough that
3959 * it doesn't get lost due to rounding inside the driver, but small
3960 * enough to prevent it from interfering with any anti-aliasing. */
3961 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3962 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3963
3964 if (context->render_offscreen)
3965 {
3966 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3967 * render everything upside down when rendering offscreen. */
3968 glTranslatef(xoffset, -yoffset, -1.0f);
3969 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3970 glScalef(1.0f, -1.0f, 2.0f);
3971 } else {
3972 glTranslatef(xoffset, yoffset, -1.0f);
3973 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3974 glScalef(1.0f, 1.0f, 2.0f);
3975 }
3976 checkGLcall("glScalef");
3977
3978 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3979 checkGLcall("glLoadMatrixf");
3980 }
3981 }
3982
3983 /* This should match any arrays loaded in loadVertexData.
3984 * TODO: Only load / unload arrays if we have to.
3985 */
3986 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
3987 {
3988 glDisableClientState(GL_VERTEX_ARRAY);
3989 glDisableClientState(GL_NORMAL_ARRAY);
3990 glDisableClientState(GL_COLOR_ARRAY);
3991 if (gl_info->supported[EXT_SECONDARY_COLOR])
3992 {
3993 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3994 }
3995 if (gl_info->supported[ARB_VERTEX_BLEND])
3996 {
3997 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3998 }
3999 unloadTexCoords(gl_info);
4000 }
4001
4002 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4003 {
4004 const struct wined3d_gl_info *gl_info = context->gl_info;
4005
4006 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4007 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4008
4009 context->numbered_array_mask &= ~(1 << i);
4010 }
4011
4012 /* This should match any arrays loaded in loadNumberedArrays
4013 * TODO: Only load / unload arrays if we have to.
4014 */
4015 static inline void unloadNumberedArrays(struct wined3d_context *context)
4016 {
4017 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4018 GLint maxAttribs = 16;
4019 int i;
4020
4021 /* Leave all the attribs disabled */
4022 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4023 /* MESA does not support it right not */
4024 if (glGetError() != GL_NO_ERROR)
4025 maxAttribs = 16;
4026 for (i = 0; i < maxAttribs; ++i) {
4027 unload_numbered_array(context, i);
4028 }
4029 }
4030
4031 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4032 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4033 {
4034 const struct wined3d_gl_info *gl_info = context->gl_info;
4035 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4036 int i;
4037 const UINT *offset = stateblock->streamOffset;
4038 struct wined3d_buffer *vb;
4039 DWORD_PTR shift_index;
4040
4041 /* Default to no instancing */
4042 stateblock->device->instancedDraw = FALSE;
4043
4044 for (i = 0; i < MAX_ATTRIBS; i++) {
4045 if (!(stream_info->use_map & (1 << i)))
4046 {
4047 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4048 continue;
4049 }
4050
4051 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4052 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4053 {
4054 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4055 stateblock->device->instancedDraw = TRUE;
4056 continue;
4057 }
4058
4059 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4060
4061 if (stream_info->elements[i].stride)
4062 {
4063 if (curVBO != stream_info->elements[i].buffer_object)
4064 {
4065 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4066 checkGLcall("glBindBufferARB");
4067 curVBO = stream_info->elements[i].buffer_object;
4068 }
4069 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4070 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4071 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4072 * vbo we won't be load converted attributes anyway
4073 */
4074 if (curVBO && vb->conversion_shift)
4075 {
4076 TRACE("Loading attribute from shifted buffer\n");
4077 TRACE("Attrib %d has original stride %d, new stride %d\n",
4078 i, stream_info->elements[i].stride, vb->conversion_stride);
4079 TRACE("Original offset %p, additional offset 0x%08x\n",
4080 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4081 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4082 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4083 shift_index = shift_index % stream_info->elements[i].stride;
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 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4088 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4089 + offset[stream_info->elements[i].stream_idx]));
4090
4091 } else {
4092 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4093 stream_info->elements[i].format_desc->gl_vtx_type,
4094 stream_info->elements[i].format_desc->gl_normalized,
4095 stream_info->elements[i].stride, stream_info->elements[i].data
4096 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4097 + offset[stream_info->elements[i].stream_idx]));
4098 }
4099
4100 if (!(context->numbered_array_mask & (1 << i)))
4101 {
4102 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4103 context->numbered_array_mask |= (1 << i);
4104 }
4105 } else {
4106 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4107 * set up the attribute statically. But we have to figure out the system memory address.
4108 */
4109 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4110 if (stream_info->elements[i].buffer_object)
4111 {
4112 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4113 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4114 }
4115
4116 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4117
4118 switch (stream_info->elements[i].format_desc->format)
4119 {
4120 case WINED3DFMT_R32_FLOAT:
4121 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4122 break;
4123 case WINED3DFMT_R32G32_FLOAT:
4124 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4125 break;
4126 case WINED3DFMT_R32G32B32_FLOAT:
4127 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4128 break;
4129 case WINED3DFMT_R32G32B32A32_FLOAT:
4130 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4131 break;
4132
4133 case WINED3DFMT_R8G8B8A8_UINT:
4134 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4135 break;
4136 case WINED3DFMT_B8G8R8A8_UNORM:
4137 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4138 {
4139 const DWORD *src = (const DWORD *)ptr;
4140 DWORD c = *src & 0xff00ff00;
4141 c |= (*src & 0xff0000) >> 16;
4142 c |= (*src & 0xff) << 16;
4143 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4144 break;
4145 }
4146 /* else fallthrough */
4147 case WINED3DFMT_R8G8B8A8_UNORM:
4148 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4149 break;
4150
4151 case WINED3DFMT_R16G16_SINT:
4152 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4153 break;
4154 case WINED3DFMT_R16G16B16A16_SINT:
4155 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4156 break;
4157
4158 case WINED3DFMT_R16G16_SNORM:
4159 {
4160 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4161 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4162 break;
4163 }
4164 case WINED3DFMT_R16G16_UNORM:
4165 {
4166 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4167 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4168 break;
4169 }
4170 case WINED3DFMT_R16G16B16A16_SNORM:
4171 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4172 break;
4173 case WINED3DFMT_R16G16B16A16_UNORM:
4174 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4175 break;
4176
4177 case WINED3DFMT_R10G10B10A2_UINT:
4178 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4179 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4180 break;
4181 case WINED3DFMT_R10G10B10A2_SNORM:
4182 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4183 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4184 break;
4185
4186 case WINED3DFMT_R16G16_FLOAT:
4187 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4188 * byte float according to the IEEE standard
4189 */
4190 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4191 break;
4192 case WINED3DFMT_R16G16B16A16_FLOAT:
4193 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4194 break;
4195
4196 default:
4197 ERR("Unexpected declaration in stride 0 attributes\n");
4198 break;
4199
4200 }
4201 }
4202 }
4203 checkGLcall("Loading numbered arrays");
4204 }
4205
4206 /* Used from 2 different functions, and too big to justify making it inlined */
4207 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4208 const struct wined3d_stream_info *si)
4209 {
4210 const struct wined3d_gl_info *gl_info = context->gl_info;
4211 const UINT *offset = stateblock->streamOffset;
4212 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4213 const struct wined3d_stream_info_element *e;
4214
4215 TRACE("Using fast vertex array code\n");
4216
4217 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4218 stateblock->device->instancedDraw = FALSE;
4219
4220 /* Blend Data ---------------------------------------------- */
4221 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4222 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4223 {
4224 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4225
4226 if (gl_info->supported[ARB_VERTEX_BLEND])
4227 {
4228 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4229 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4230
4231 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4232 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4233
4234 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4235
4236 if (curVBO != e->buffer_object)
4237 {
4238 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4239 checkGLcall("glBindBufferARB");
4240 curVBO = e->buffer_object;
4241 }
4242
4243 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4244 e->format_desc->gl_vtx_format,
4245 e->format_desc->gl_vtx_type,
4246 e->stride,
4247 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4248 GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4249 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4250
4251 checkGLcall("glWeightPointerARB");
4252
4253 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4254 {
4255 static BOOL warned;
4256 if (!warned)
4257 {
4258 FIXME("blendMatrixIndices support\n");
4259 warned = TRUE;
4260 }
4261 }
4262 } else {
4263 /* TODO: support blends in drawStridedSlow
4264 * No need to write a FIXME here, this is done after the general vertex decl decoding
4265 */
4266 WARN("unsupported blending in openGl\n");
4267 }
4268 }
4269 else
4270 {
4271 if (gl_info->supported[ARB_VERTEX_BLEND])
4272 {
4273 static const GLbyte one = 1;
4274 GL_EXTCALL(glWeightbvARB(1, &one));
4275 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4276 }
4277 }
4278
4279 /* Point Size ----------------------------------------------*/
4280 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4281 {
4282 /* no such functionality in the fixed function GL pipeline */
4283 TRACE("Cannot change ptSize here in openGl\n");
4284 /* TODO: Implement this function in using shaders if they are available */
4285 }
4286
4287 /* Vertex Pointers -----------------------------------------*/
4288 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4289 {
4290 e = &si->elements[WINED3D_FFP_POSITION];
4291 if (curVBO != e->buffer_object)
4292 {
4293 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4294 checkGLcall("glBindBufferARB");
4295 curVBO = e->buffer_object;
4296 }
4297
4298 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4299 handling for rhw mode should not impact screen position whereas in GL it does.
4300 This may result in very slightly distorted textures in rhw mode.
4301 There's always the other option of fixing the view matrix to
4302 prevent w from having any effect.
4303
4304 This only applies to user pointer sources, in VBOs the vertices are fixed up
4305 */
4306 if (!e->buffer_object)
4307 {
4308 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4309 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4310 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4311 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4312 }
4313 else
4314 {
4315 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4316 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4317 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4318 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4319 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4320 }
4321 checkGLcall("glVertexPointer(...)");
4322 glEnableClientState(GL_VERTEX_ARRAY);
4323 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4324 }
4325
4326 /* Normals -------------------------------------------------*/
4327 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4328 {
4329 e = &si->elements[WINED3D_FFP_NORMAL];
4330 if (curVBO != e->buffer_object)
4331 {
4332 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4333 checkGLcall("glBindBufferARB");
4334 curVBO = e->buffer_object;
4335 }
4336
4337 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4338 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4339 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4340 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4341 checkGLcall("glNormalPointer(...)");
4342 glEnableClientState(GL_NORMAL_ARRAY);
4343 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4344
4345 } else {
4346 glNormal3f(0, 0, 0);
4347 checkGLcall("glNormal3f(0, 0, 0)");
4348 }
4349
4350 /* Diffuse Colour --------------------------------------------*/
4351 /* WARNING: Data here MUST be in RGBA format, so cannot */
4352 /* go directly into fast mode from app pgm, because */
4353 /* directx requires data in BGRA format. */
4354 /* currently fixupVertices swizzles the format, but this isn't*/
4355 /* very practical when using VBOs */
4356 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4357 /* , or the user doesn't care and wants the speed advantage */
4358
4359 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4360 {
4361 e = &si->elements[WINED3D_FFP_DIFFUSE];
4362 if (curVBO != e->buffer_object)
4363 {
4364 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4365 checkGLcall("glBindBufferARB");
4366 curVBO = e->buffer_object;
4367 }
4368
4369 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4370 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4371 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4372 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4373 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4374 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4375 glEnableClientState(GL_COLOR_ARRAY);
4376 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4377
4378 } else {
4379 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4380 checkGLcall("glColor4f(1, 1, 1, 1)");
4381 }
4382
4383 /* Specular Colour ------------------------------------------*/
4384 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4385 {
4386 TRACE("setting specular colour\n");
4387
4388 e = &si->elements[WINED3D_FFP_SPECULAR];
4389 if (gl_info->supported[EXT_SECONDARY_COLOR])
4390 {
4391 GLenum type = e->format_desc->gl_vtx_type;
4392 GLint format = e->format_desc->gl_vtx_format;
4393
4394 if (curVBO != e->buffer_object)
4395 {
4396 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4397 checkGLcall("glBindBufferARB");
4398 curVBO = e->buffer_object;
4399 }
4400
4401 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4402 {
4403 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4404 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4405 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4406 * 4 component secondary colors use it
4407 */
4408 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4409 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4410 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4411 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4412 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4413 }
4414 else
4415 {
4416 switch(type)
4417 {
4418 case GL_UNSIGNED_BYTE:
4419 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4420 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4421 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4422 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4423 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4424 break;
4425
4426 default:
4427 FIXME("Add 4 component specular color pointers for type %x\n", type);
4428 /* Make sure that the right color component is dropped */
4429 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4430 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4431 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4432 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4433 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4434 }
4435 }
4436 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4437 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4438 }
4439 else
4440 {
4441 WARN("Specular colour is not supported in this GL implementation.\n");
4442 }
4443 }
4444 else
4445 {
4446 if (gl_info->supported[EXT_SECONDARY_COLOR])
4447 {
4448 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4449 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4450 }
4451 else
4452 {
4453 WARN("Specular colour is not supported in this GL implementation.\n");
4454 }
4455 }
4456
4457 /* Texture coords -------------------------------------------*/
4458 loadTexCoords(gl_info, stateblock, si, &curVBO);
4459 }
4460
4461 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4462 {
4463 IWineD3DDeviceImpl *device = stateblock->device;
4464 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4465 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4466
4467 if (context->numberedArraysLoaded && !load_numbered)
4468 {
4469 unloadNumberedArrays(context);
4470 context->numberedArraysLoaded = FALSE;
4471 context->numbered_array_mask = 0;
4472 }
4473 else if (context->namedArraysLoaded)
4474 {
4475 unloadVertexData(context->gl_info);
4476 context->namedArraysLoaded = FALSE;
4477 }
4478
4479 if (load_numbered)
4480 {
4481 TRACE("Loading numbered arrays\n");
4482 loadNumberedArrays(stateblock, &device->strided_streams, context);
4483 context->numberedArraysLoaded = TRUE;
4484 }
4485 else if (load_named)
4486 {
4487 TRACE("Loading vertex data\n");
4488 loadVertexData(context, stateblock, &device->strided_streams);
4489 context->namedArraysLoaded = TRUE;
4490 }
4491 }
4492
4493 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4494 {
4495 const struct wined3d_gl_info *gl_info = context->gl_info;
4496 BOOL updateFog = FALSE;
4497 BOOL useVertexShaderFunction = use_vs(stateblock);
4498 BOOL usePixelShaderFunction = use_ps(stateblock);
4499 IWineD3DDeviceImpl *device = stateblock->device;
4500 BOOL transformed;
4501 BOOL wasrhw = context->last_was_rhw;
4502 unsigned int i;
4503
4504 transformed = device->strided_streams.position_transformed;
4505 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4506 updateFog = TRUE;
4507 }
4508
4509 /* Reapply lighting if it is not scheduled for reapplication already */
4510 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4511 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4512 }
4513
4514 if (transformed) {
4515 context->last_was_rhw = TRUE;
4516 } else {
4517
4518 /* Untransformed, so relies on the view and projection matrices */
4519 context->last_was_rhw = FALSE;
4520 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4521 device->untransformed = TRUE;
4522
4523 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4524 * Not needed as long as only hw shaders are supported
4525 */
4526
4527 /* This sets the shader output position correction constants.
4528 * TODO: Move to the viewport state
4529 */
4530 if (useVertexShaderFunction)
4531 {
4532 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4533 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4534 device->posFixup[3] = device->posFixup[1] * yoffset;
4535 }
4536 }
4537
4538 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4539 * off this function will be called again anyway to make sure they're properly set
4540 */
4541 if(!useVertexShaderFunction) {
4542 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4543 * or transformed / untransformed was switched
4544 */
4545 if(wasrhw != context->last_was_rhw &&
4546 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4547 !isStateDirty(context, STATE_VIEWPORT)) {
4548 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4549 }
4550 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4551 * mode.
4552 *
4553 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4554 * this check will fail and the matrix not applied again. This is OK because a simple
4555 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4556 * needs of the vertex declaration.
4557 *
4558 * World and view matrix go into the same gl matrix, so only apply them when neither is
4559 * dirty
4560 */
4561 if(transformed != wasrhw &&
4562 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4563 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4564 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4565 }
4566
4567 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4568 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4569 }
4570
4571 if(context->last_was_vshader) {
4572 updateFog = TRUE;
4573 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4574 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4575 }
4576 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4577 {
4578 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4579 }
4580 }
4581 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4582 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4583 }
4584 } else {
4585 if(!context->last_was_vshader) {
4586 static BOOL warned = FALSE;
4587 if(!device->vs_clipping) {
4588 /* Disable all clip planes to get defined results on all drivers. See comment in the
4589 * state_clipping state handler
4590 */
4591 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4592 {
4593 glDisable(GL_CLIP_PLANE0 + i);
4594 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4595 }
4596
4597 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4598 FIXME("Clipping not supported with vertex shaders\n");
4599 warned = TRUE;
4600 }
4601 }
4602 if(wasrhw) {
4603 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4604 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4605 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4606 * fixed function vertex processing states back in a sane state before switching to shaders
4607 */
4608 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4609 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4610 }
4611 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4612 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4613 }
4614 }
4615 updateFog = TRUE;
4616
4617 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4618 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4619 * device->vs_clipping is false.
4620 */
4621 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4622 {
4623 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4624 }
4625 }
4626 }
4627
4628 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4629 * application
4630 */
4631 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4632 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4633
4634 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4635 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4636 }
4637 }
4638
4639 context->last_was_vshader = useVertexShaderFunction;
4640
4641 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4642
4643 if(!useVertexShaderFunction) {
4644 int i;
4645 for(i = 0; i < MAX_TEXTURES; i++) {
4646 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4647 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4648 }
4649 }
4650 }
4651 }
4652
4653 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4654 {
4655 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4656 UINT width, height;
4657 WINED3DVIEWPORT vp = stateblock->viewport;
4658
4659 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4660 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4661
4662 glDepthRange(vp.MinZ, vp.MaxZ);
4663 checkGLcall("glDepthRange");
4664 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4665 */
4666 if (context->render_offscreen)
4667 {
4668 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4669 } else {
4670 target->get_drawable_size(context, &width, &height);
4671
4672 glViewport(vp.X,
4673 (height - (vp.Y + vp.Height)),
4674 vp.Width, vp.Height);
4675 }
4676
4677 checkGLcall("glViewport");
4678 }
4679
4680 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4681 {
4682 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4683
4684 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4685 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4686
4687 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4688 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4689 }
4690 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4691 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4692 }
4693 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4694 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4695 }
4696
4697 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4698 {
4699 UINT Index = state - STATE_ACTIVELIGHT(0);
4700 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4701
4702 if(!lightInfo) {
4703 glDisable(GL_LIGHT0 + Index);
4704 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4705 } else {
4706 float quad_att;
4707 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4708
4709 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4710 glMatrixMode(GL_MODELVIEW);
4711 glPushMatrix();
4712 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4713
4714 /* Diffuse: */
4715 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4716 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4717 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4718 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4719 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4720 checkGLcall("glLightfv");
4721
4722 /* Specular */
4723 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4724 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4725 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4726 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4727 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4728 checkGLcall("glLightfv");
4729
4730 /* Ambient */
4731 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4732 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4733 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4734 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4735 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4736 checkGLcall("glLightfv");
4737
4738 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4739 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4740 } else {
4741 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4742 }
4743
4744 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4745 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4746 * Attenuation0 to NaN and crashes in the gl lib
4747 */
4748
4749 switch (lightInfo->OriginalParms.Type) {
4750 case WINED3DLIGHT_POINT:
4751 /* Position */
4752 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4753 checkGLcall("glLightfv");
4754 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4755 checkGLcall("glLightf");
4756 /* Attenuation - Are these right? guessing... */
4757 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4758 checkGLcall("glLightf");
4759 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4760 checkGLcall("glLightf");
4761 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4762 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4763 checkGLcall("glLightf");
4764 /* FIXME: Range */
4765 break;
4766
4767 case WINED3DLIGHT_SPOT:
4768 /* Position */
4769 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4770 checkGLcall("glLightfv");
4771 /* Direction */
4772 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4773 checkGLcall("glLightfv");
4774 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4775 checkGLcall("glLightf");
4776 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4777 checkGLcall("glLightf");
4778 /* Attenuation - Are these right? guessing... */
4779 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4780 checkGLcall("glLightf");
4781 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4782 checkGLcall("glLightf");
4783 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4784 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4785 checkGLcall("glLightf");
4786 /* FIXME: Range */
4787 break;
4788
4789 case WINED3DLIGHT_DIRECTIONAL:
4790 /* Direction */
4791 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4792 checkGLcall("glLightfv");
4793 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4794 checkGLcall("glLightf");
4795 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4796 checkGLcall("glLightf");
4797 break;
4798
4799 default:
4800 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4801 }
4802
4803 /* Restore the modelview matrix */
4804 glPopMatrix();
4805
4806 glEnable(GL_LIGHT0 + Index);
4807 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4808 }
4809 }
4810
4811 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4812 {
4813 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4814 RECT *pRect = &stateblock->scissorRect;
4815 UINT height;
4816 UINT width;
4817
4818 target->get_drawable_size(context, &width, &height);
4819 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4820 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4821 */
4822 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4823 pRect->right - pRect->left, pRect->bottom - pRect->top);
4824
4825 if (context->render_offscreen)
4826 {
4827 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4828 } else {
4829 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4830 }
4831 checkGLcall("glScissor");
4832 }
4833
4834 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4835 {
4836 const struct wined3d_gl_info *gl_info = context->gl_info;
4837
4838 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4839 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4840 } else {
4841 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4842 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4843 }
4844 }
4845
4846 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4847 {
4848 if (context->render_offscreen)
4849 {
4850 glFrontFace(GL_CCW);
4851 checkGLcall("glFrontFace(GL_CCW)");
4852 } else {
4853 glFrontFace(GL_CW);
4854 checkGLcall("glFrontFace(GL_CW)");
4855 }
4856 }
4857
4858 const struct StateEntryTemplate misc_state_template[] = {
4859 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4860 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4861 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4862 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4864 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4866 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4871 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4872 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4873 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4874 * vshader loadings are untied from each other
4875 */
4876 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4877 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4926
4927 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4928 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4929 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4967 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5004 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5008 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5010 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5014 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5016 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5018 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5020 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5023 /* Samplers */
5024 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5040 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5044 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5045 };
5046
5047 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5048 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5049 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5052 /* Clip planes */
5053 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5085 /* Lights */
5086 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5087 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5088 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5089 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5090 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5091 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5092 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5093 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5094 /* Viewport */
5095 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5096 /* Transform states follow */
5097 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5364 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5379 /* Fog */
5380 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5381 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5384 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5397 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5400 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5401 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5403 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5406 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5409 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5410 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5413
5414 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5415 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5416 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5417 */
5418 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5419 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5420 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5421 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5422 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5423 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5424 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5425 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5426 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5427 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5428 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5429 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5430 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5431 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5432 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5433 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5434 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5435 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5436 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5437 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5438 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5439 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5440 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5441 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5442 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5443 };
5444
5445 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5446 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5537 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5538 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5539 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5540 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5541 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5542 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5543 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5544 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5545 };
5546
5547 /* Context activation is done by the caller. */
5548 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5549
5550 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5551 {
5552 pCaps->PrimitiveMiscCaps = 0;
5553 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5554 WINED3DTEXOPCAPS_ADDSIGNED |
5555 WINED3DTEXOPCAPS_ADDSIGNED2X |
5556 WINED3DTEXOPCAPS_MODULATE |
5557 WINED3DTEXOPCAPS_MODULATE2X |
5558 WINED3DTEXOPCAPS_MODULATE4X |
5559 WINED3DTEXOPCAPS_SELECTARG1 |
5560 WINED3DTEXOPCAPS_SELECTARG2 |
5561 WINED3DTEXOPCAPS_DISABLE;
5562
5563 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5564 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5565 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5566 {
5567 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5568 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5569 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5570 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5571 WINED3DTEXOPCAPS_LERP |
5572 WINED3DTEXOPCAPS_SUBTRACT;
5573 }
5574 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5575 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5576 {
5577 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5578 WINED3DTEXOPCAPS_MULTIPLYADD |
5579 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5580 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5581 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5582 }
5583 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5584 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5585
5586 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5587 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5588 }
5589
5590 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5591 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5592 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5593 {
5594 if (TRACE_ON(d3d))
5595 {
5596 TRACE("Checking support for fixup:\n");
5597 dump_color_fixup_desc(fixup);
5598 }
5599
5600 /* We only support identity conversions. */
5601 if (is_identity_fixup(fixup))
5602 {
5603 TRACE("[OK]\n");
5604 return TRUE;
5605 }
5606
5607 TRACE("[FAILED]\n");
5608 return FALSE;
5609 }
5610
5611 const struct fragment_pipeline ffp_fragment_pipeline = {
5612 ffp_enable,
5613 ffp_fragment_get_caps,
5614 ffp_fragment_alloc,
5615 ffp_fragment_free,
5616 ffp_color_fixup_supported,
5617 ffp_fragmentstate_template,
5618 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5619 };
5620
5621 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5622 {
5623 unsigned int i;
5624 for(i = 0; funcs[i]; i++);
5625 return i;
5626 }
5627
5628 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5629 {
5630 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5631 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5632 }
5633
5634 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5635 {
5636 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5637 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5638 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5639 }
5640
5641 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5642 {
5643 unsigned int start, last, i;
5644
5645 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5646 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5647 for (i = start; i <= last; ++i)
5648 {
5649 state_table[i].representative = 0;
5650 state_table[i].apply = state_undefined;
5651 }
5652
5653 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5654 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5655 for (i = start; i <= last; ++i)
5656 {
5657 state_table[i].representative = 0;
5658 state_table[i].apply = state_undefined;
5659 }
5660
5661 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5662 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5663 for (i = start; i <= last; ++i)
5664 {
5665 state_table[i].representative = 0;
5666 state_table[i].apply = state_undefined;
5667 }
5668 }
5669
5670 static void validate_state_table(struct StateEntry *state_table)
5671 {
5672 static const struct
5673 {
5674 DWORD first;
5675 DWORD last;
5676 }
5677 rs_holes[] =
5678 {
5679 { 1, 1},
5680 { 3, 3},
5681 { 17, 18},
5682 { 21, 21},
5683 { 42, 45},
5684 { 61, 127},
5685 {149, 150},
5686 {169, 169},
5687 {177, 177},
5688 {196, 197},
5689 { 0, 0},
5690 };
5691 static const DWORD simple_states[] =
5692 {
5693 STATE_MATERIAL,
5694 STATE_VDECL,
5695 STATE_STREAMSRC,
5696 STATE_INDEXBUFFER,
5697 STATE_VERTEXSHADERCONSTANT,
5698 STATE_PIXELSHADERCONSTANT,
5699 STATE_VSHADER,
5700 STATE_PIXELSHADER,
5701 STATE_VIEWPORT,
5702 STATE_SCISSORRECT,
5703 STATE_FRONTFACE,
5704 };
5705 unsigned int i, current;
5706
5707 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5708 {
5709 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5710 {
5711 if (!state_table[i].representative)
5712 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5713 }
5714 else if (state_table[i].representative)
5715 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5716
5717 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5718 }
5719
5720 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5721 {
5722 if (!state_table[simple_states[i]].representative)
5723 ERR("State %s (%#x) should have a representative.\n",
5724 debug_d3dstate(simple_states[i]), simple_states[i]);
5725 }
5726
5727 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5728 {
5729 DWORD rep = state_table[i].representative;
5730 if (rep)
5731 {
5732 if (state_table[rep].representative != rep)
5733 {
5734 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5735 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5736 state_table[i].representative = 0;
5737 }
5738
5739 if (rep != i)
5740 {
5741 if (state_table[i].apply)
5742 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5743 }
5744 else if (!state_table[i].apply)
5745 {
5746 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5747 }
5748 }
5749 }
5750 }
5751
5752 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5753 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5754 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5755 {
5756 unsigned int i, type, handlers;
5757 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5758 const struct StateEntryTemplate *cur;
5759 BOOL set[STATE_HIGHEST + 1];
5760
5761 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5762
5763 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5764 StateTable[i].representative = 0;
5765 StateTable[i].apply = state_undefined;
5766 }
5767
5768 for(type = 0; type < 3; type++) {
5769 /* This switch decides the order in which the states are applied */
5770 switch(type) {
5771 case 0: cur = misc; break;
5772 case 1: cur = fragment->states; break;
5773 case 2: cur = vertex; break;
5774 default: cur = NULL; /* Stupid compiler */
5775 }
5776 if(!cur) continue;
5777
5778 /* GL extension filtering should not prevent multiple handlers being applied from different
5779 * pipeline parts
5780 */
5781 memset(set, 0, sizeof(set));
5782
5783 for(i = 0; cur[i].state; i++) {
5784 APPLYSTATEFUNC *funcs_array;
5785
5786 /* Only use the first matching state with the available extension from one template.
5787 * e.g.
5788 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5789 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5790 *
5791 * if GL_XYZ_fancy is supported, ignore the 2nd line
5792 */
5793 if(set[cur[i].state]) continue;
5794 /* Skip state lines depending on unsupported extensions */
5795 if (!gl_info->supported[cur[i].extension]) continue;
5796 set[cur[i].state] = TRUE;
5797 /* In some cases having an extension means that nothing has to be
5798 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5799 * supported, the texture coordinate fixup can be ignored. If the
5800 * apply function is used, mark the state set(done above) to prevent
5801 * applying later lines, but do not record anything in the state
5802 * table
5803 */
5804 if (!cur[i].content.representative) continue;
5805
5806 handlers = num_handlers(multistate_funcs[cur[i].state]);
5807 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5808 switch(handlers) {
5809 case 0:
5810 StateTable[cur[i].state].apply = cur[i].content.apply;
5811 break;
5812 case 1:
5813 StateTable[cur[i].state].apply = multistate_apply_2;
5814 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5815 0,
5816 sizeof(**dev_multistate_funcs) * 2);
5817 if (!dev_multistate_funcs[cur[i].state]) {
5818 goto out_of_mem;
5819 }
5820
5821 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5822 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5823 break;
5824 case 2:
5825 StateTable[cur[i].state].apply = multistate_apply_3;
5826 funcs_array = HeapReAlloc(GetProcessHeap(),
5827 0,
5828 dev_multistate_funcs[cur[i].state],
5829 sizeof(**dev_multistate_funcs) * 3);
5830 if (!funcs_array) {
5831 goto out_of_mem;
5832 }
5833
5834 dev_multistate_funcs[cur[i].state] = funcs_array;
5835 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5836 break;
5837 default:
5838 ERR("Unexpected amount of state handlers for state %u: %u\n",
5839 cur[i].state, handlers + 1);
5840 }
5841
5842 if(StateTable[cur[i].state].representative &&
5843 StateTable[cur[i].state].representative != cur[i].content.representative) {
5844 FIXME("State %u has different representatives in different pipeline parts\n",
5845 cur[i].state);
5846 }
5847 StateTable[cur[i].state].representative = cur[i].content.representative;
5848 }
5849 }
5850
5851 prune_invalid_states(StateTable, gl_info);
5852 validate_state_table(StateTable);
5853
5854 return WINED3D_OK;
5855
5856 out_of_mem:
5857 for (i = 0; i <= STATE_HIGHEST; ++i) {
5858 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5859 }
5860
5861 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5862
5863 return E_OUTOFMEMORY;
5864 }