77b7a86e868eb91301a2850314374a9590b28128
[reactos.git] / reactos / dll / directx / wine / wined3d / state.c
1
2 /*
3 * Direct3D state management
4 *
5 * Copyright 2002 Lionel Ulmer
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2003-2004 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Henri Verbeet
11 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
12 *
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
17 *
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
22 *
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41
42 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
43 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
44 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 */
46 if(STATE_IS_RENDER(state)) {
47 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
48 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
49 } else {
50 /* Shouldn't have an unknown type here */
51 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 }
53 }
54
55 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
56 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
57 * list without causing confusing terminal output. Deliberately no special debug name here
58 * because its undefined.
59 */
60 WARN("undefined state %d\n", state);
61 }
62
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
64 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65
66 switch(Value) {
67 case WINED3DFILL_POINT:
68 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
69 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
70 break;
71 case WINED3DFILL_WIREFRAME:
72 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
73 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
74 break;
75 case WINED3DFILL_SOLID:
76 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
77 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
78 break;
79 default:
80 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 }
82 }
83
84 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
85 BOOL transformed;
86
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
91 */
92
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
95 }
96
97 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
98 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
99 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100
101 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
102 glEnable(GL_LIGHTING);
103 checkGLcall("glEnable GL_LIGHTING");
104 } else {
105 glDisable(GL_LIGHTING);
106 checkGLcall("glDisable GL_LIGHTING");
107 }
108 }
109
110 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
111 /* No z test without depth stencil buffers */
112 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
116 return;
117 }
118
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_TRUE:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 break;
128 case WINED3DZB_USEW:
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
132 break;
133 default:
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135 }
136 }
137
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
139 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
140 * switch
141 */
142 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
143 case WINED3DCULL_NONE:
144 glDisable(GL_CULL_FACE);
145 checkGLcall("glDisable GL_CULL_FACE");
146 break;
147 case WINED3DCULL_CW:
148 glEnable(GL_CULL_FACE);
149 checkGLcall("glEnable GL_CULL_FACE");
150 glCullFace(GL_FRONT);
151 checkGLcall("glCullFace(GL_FRONT)");
152 break;
153 case WINED3DCULL_CCW:
154 glEnable(GL_CULL_FACE);
155 checkGLcall("glEnable GL_CULL_FACE");
156 glCullFace(GL_BACK);
157 checkGLcall("glCullFace(GL_BACK)");
158 break;
159 default:
160 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
161 }
162 }
163
164 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
165 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
166 case WINED3DSHADE_FLAT:
167 glShadeModel(GL_FLAT);
168 checkGLcall("glShadeModel(GL_FLAT)");
169 break;
170 case WINED3DSHADE_GOURAUD:
171 glShadeModel(GL_SMOOTH);
172 checkGLcall("glShadeModel(GL_SMOOTH)");
173 break;
174 case WINED3DSHADE_PHONG:
175 FIXME("WINED3DSHADE_PHONG isn't supported\n");
176 break;
177 default:
178 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
179 }
180 }
181
182 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
183 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
184 glEnable(GL_DITHER);
185 checkGLcall("glEnable GL_DITHER");
186 } else {
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
189 }
190 }
191
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
194 * this has to be merged with ZENABLE and ZFUNC
195 */
196 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
197 glDepthMask(1);
198 checkGLcall("glDepthMask(1)");
199 } else {
200 glDepthMask(0);
201 checkGLcall("glDepthMask(0)");
202 }
203 }
204
205 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
206 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207
208 if(glParm) {
209 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
210 static BOOL once = FALSE;
211 /* There are a few issues with this: First, our inability to
212 * select a proper Z depth, most of the time we're stuck with
213 * D24S8, even if the app selects D32 or D16. There seem to be
214 * some other precision problems which have to be debugged to
215 * make NOTEQUAL and EQUAL work properly
216 */
217 if(!once) {
218 once = TRUE;
219 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
220 }
221 }
222
223 glDepthFunc(glParm);
224 checkGLcall("glDepthFunc");
225 }
226 }
227
228 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
229 float col[4];
230 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231
232 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
233 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
234 checkGLcall("glLightModel for MODEL_AMBIENT");
235 }
236
237 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
238 int srcBlend = GL_ZERO;
239 int dstBlend = GL_ZERO;
240 const StaticPixelFormatDesc *rtFormat;
241 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242
243 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
244 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
245 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
246 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
247 const GlPixelFormatDesc *glDesc;
248 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249
250 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
251 * The d3d9 visual test confirms the behavior. */
252 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
253 glDisable(GL_BLEND);
254 checkGLcall("glDisable GL_BLEND");
255 return;
256 } else {
257 glEnable(GL_BLEND);
258 checkGLcall("glEnable GL_BLEND");
259 }
260 } else {
261 glDisable(GL_BLEND);
262 checkGLcall("glDisable GL_BLEND");
263 /* Nothing more to do - get out */
264 return;
265 };
266
267 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
268 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
269 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
270 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
271 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
272 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
273 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
274 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
275 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
276
277 /* To compensate the lack of format switching with backbuffer offscreen rendering,
278 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
279 * if the render target doesn't support alpha blending. A nonexistent alpha channel
280 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281 */
282 case WINED3DBLEND_DESTALPHA :
283 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
284 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
285 break;
286 case WINED3DBLEND_INVDESTALPHA :
287 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
288 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
289 break;
290
291 case WINED3DBLEND_SRCALPHASAT :
292 dstBlend = GL_SRC_ALPHA_SATURATE;
293 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
294 break;
295
296 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
297 * values which are still valid up to d3d9. They should not occur as dest blend values
298 */
299 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
300 srcBlend = GL_SRC_ALPHA;
301 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
302 break;
303
304 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
305 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
306 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
307 break;
308
309 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
310 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
311 default:
312 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
313 }
314
315 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
316 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
317 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
318 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
319 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
320 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
321 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
322 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
323 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
324 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
325
326 case WINED3DBLEND_DESTALPHA :
327 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
328 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
329 break;
330 case WINED3DBLEND_INVDESTALPHA :
331 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
332 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
333 break;
334
335 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
336 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
337 break;
338
339 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
340 dstBlend = GL_SRC_ALPHA;
341 break;
342
343 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
344 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
345 default:
346 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
347 }
348
349 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
350 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
351 glEnable(GL_LINE_SMOOTH);
352 checkGLcall("glEnable(GL_LINE_SMOOTH)");
353 if(srcBlend != GL_SRC_ALPHA) {
354 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 }
356 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
357 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358 }
359 } else {
360 glDisable(GL_LINE_SMOOTH);
361 checkGLcall("glDisable(GL_LINE_SMOOTH)");
362 }
363
364 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
365 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
366 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
367 }
368
369 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
370 int srcBlendAlpha = GL_ZERO;
371 int dstBlendAlpha = GL_ZERO;
372
373 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
374 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
375 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
376 return;
377 }
378
379 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
380 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
381 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
382 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
383 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
384 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
385 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
386 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
387 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
388 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
390 case WINED3DBLEND_SRCALPHASAT :
391 dstBlend = GL_SRC_ALPHA_SATURATE;
392 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393 break;
394 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
395 * values which are still valid up to d3d9. They should not occur as dest blend values
396 */
397 case WINED3DBLEND_BOTHSRCALPHA :
398 dstBlendAlpha = GL_SRC_ALPHA;
399 srcBlendAlpha = GL_SRC_ALPHA;
400 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401 break;
402 case WINED3DBLEND_BOTHINVSRCALPHA :
403 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
405 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406 break;
407 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
408 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
409 default:
410 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
411 }
412
413 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
414 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
415 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
416 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
417 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
418 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
419 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
420 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
421 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
422 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
423 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
425 case WINED3DBLEND_BOTHSRCALPHA :
426 srcBlendAlpha = GL_SRC_ALPHA;
427 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428 break;
429 case WINED3DBLEND_BOTHINVSRCALPHA :
430 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 dstBlendAlpha = GL_SRC_ALPHA;
432 break;
433 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
434 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
435 default:
436 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
437 }
438
439 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
440 checkGLcall("glBlendFuncSeparateEXT");
441 } else {
442 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
443 glBlendFunc(srcBlend, dstBlend);
444 checkGLcall("glBlendFunc");
445 }
446
447 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
448 so it may need updating */
449 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
450 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
451 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
452 }
453 }
454
455 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
456 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
457 }
458
459 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
460 float col[4];
461
462 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
463 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
464 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
465 checkGLcall("glBlendColor");
466 }
467
468 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
469 int glParm = 0;
470 float ref;
471 BOOL enable_ckey = FALSE;
472
473 IWineD3DSurfaceImpl *surf;
474
475 /* Find out if the texture on the first stage has a ckey set
476 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
477 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
478 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
479 * in case it finds some texture+colorkeyenable combination which needs extra care.
480 */
481 if(stateblock->textures[0] && (
482 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
483 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
484 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
485
486 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
487 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
488 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
489 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
490 * surface has alpha bits
491 */
492 if(fmt->alphaMask == 0x00000000) {
493 enable_ckey = TRUE;
494 }
495 }
496 }
497
498 if(enable_ckey || context->last_was_ckey) {
499 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
500 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
501 }
502 context->last_was_ckey = enable_ckey;
503
504 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
505 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
506 glEnable(GL_ALPHA_TEST);
507 checkGLcall("glEnable GL_ALPHA_TEST");
508 } else {
509 glDisable(GL_ALPHA_TEST);
510 checkGLcall("glDisable GL_ALPHA_TEST");
511 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
512 * enable call
513 */
514 return;
515 }
516
517 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
518 glParm = GL_NOTEQUAL;
519 ref = 0.0;
520 } else {
521 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
522 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
523 }
524 if(glParm) {
525 glAlphaFunc(glParm, ref);
526 checkGLcall("glAlphaFunc");
527 }
528 }
529
530 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
531 DWORD enable = 0xFFFFFFFF;
532 DWORD disable = 0x00000000;
533
534 if (use_vs(stateblock->wineD3DDevice)) {
535 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
536 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
537 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
538 * of that - don't do anything here and keep them disabled
539 */
540 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
541 static BOOL warned = FALSE;
542 if(!warned) {
543 FIXME("Clipping not supported with vertex shaders\n");
544 warned = TRUE;
545 }
546 }
547 return;
548 }
549
550 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
551 * of already set values
552 */
553
554 /* If enabling / disabling all
555 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
556 */
557 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
558 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
560 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561 glDisable(GL_DEPTH_CLAMP_NV);
562 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
563 }
564 } else {
565 disable = 0xffffffff;
566 enable = 0x00;
567 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
568 glEnable(GL_DEPTH_CLAMP_NV);
569 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
570 }
571 }
572
573 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
574 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
575 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
576 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
577 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
578 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
579
580 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
581 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
582 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
583 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
584 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
585 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
586
587 /** update clipping status */
588 if (enable) {
589 stateblock->clip_status.ClipUnion = 0;
590 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
591 } else {
592 stateblock->clip_status.ClipUnion = 0;
593 stateblock->clip_status.ClipIntersection = 0;
594 }
595 }
596
597 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
598 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
599 }
600
601 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
602 int blendEquation = GL_FUNC_ADD;
603 int blendEquationAlpha = GL_FUNC_ADD;
604
605 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
606 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
607 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
608 return;
609 }
610
611 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
612 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
613 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
614 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
615 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
616 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
617 default:
618 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
619 }
620
621 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
622 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
623 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
624 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
625 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
626 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
627 default:
628 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
629 }
630
631 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
632 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
633 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
634 checkGLcall("glBlendEquationSeparateEXT");
635 } else {
636 TRACE("glBlendEquation(%x)\n", blendEquation);
637 GL_EXTCALL(glBlendEquationEXT(blendEquation));
638 checkGLcall("glBlendEquation");
639 }
640 }
641
642 static void
643 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
644 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
645 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
646 * specular color. This is wrong:
647 * Separate specular color means the specular colour is maintained separately, whereas
648 * single color means it is merged in. However in both cases they are being used to
649 * some extent.
650 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
651 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
652 * running 1.4 yet!
653 *
654 *
655 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
656 * Instead, we need to setup the FinalCombiner properly.
657 *
658 * The default setup for the FinalCombiner is:
659 *
660 * <variable> <input> <mapping> <usage>
661 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668 *
669 * That's pretty much fine as it is, except for variable B, which needs to take
670 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
671 * whether WINED3DRS_SPECULARENABLE is enabled or not.
672 */
673
674 TRACE("Setting specular enable state and materials\n");
675 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
676 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
677 checkGLcall("glMaterialfv");
678
679 if(stateblock->material.Power > GL_LIMITS(shininess)) {
680 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
681 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
682 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
683 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
684 * them, it should be safe to do so without major visual distortions.
685 */
686 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
687 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
688 } else {
689 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
690 }
691 checkGLcall("glMaterialf(GL_SHININESS)");
692
693 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
694 glEnable(GL_COLOR_SUM_EXT);
695 } else {
696 TRACE("Specular colors cannot be enabled in this version of opengl\n");
697 }
698 checkGLcall("glEnable(GL_COLOR_SUM)");
699
700 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
701 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
702 checkGLcall("glFinalCombinerInputNV()");
703 }
704 } else {
705 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
706
707 /* for the case of enabled lighting: */
708 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
709 checkGLcall("glMaterialfv");
710
711 /* for the case of disabled lighting: */
712 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
713 glDisable(GL_COLOR_SUM_EXT);
714 } else {
715 TRACE("Specular colors cannot be disabled in this version of opengl\n");
716 }
717 checkGLcall("glDisable(GL_COLOR_SUM)");
718
719 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
720 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
721 checkGLcall("glFinalCombinerInputNV()");
722 }
723 }
724
725 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
726 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
727 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
728 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
729 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
730 stateblock->material.Specular.b, stateblock->material.Specular.a);
731 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
732 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
733
734 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
735 checkGLcall("glMaterialfv(GL_AMBIENT)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
737 checkGLcall("glMaterialfv(GL_DIFFUSE)");
738 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
739 checkGLcall("glMaterialfv(GL_EMISSION)");
740 }
741
742 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
743 unsigned int i;
744
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only
747 */
748 float col[4];
749 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
750
751 /* And now the default texture color as well */
752 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
755 */
756 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
757 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
758 checkGLcall("glActiveTextureARB");
759 } else if (i>0) {
760 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
761 }
762
763 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
764 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
765 }
766 }
767
768 static void
769 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
770 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
771 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
772 GL_EXTCALL(glActiveStencilFaceEXT(face));
773 checkGLcall("glActiveStencilFaceEXT(...)");
774 glStencilFunc(func, ref, mask);
775 checkGLcall("glStencilFunc(...)");
776 glStencilOp(stencilFail, depthFail, stencilPass);
777 checkGLcall("glStencilOp(...)");
778 }
779
780 static void
781 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782 DWORD onesided_enable = FALSE;
783 DWORD twosided_enable = FALSE;
784 GLint func = GL_ALWAYS;
785 GLint func_ccw = GL_ALWAYS;
786 GLint ref = 0;
787 GLuint mask = 0;
788 GLint stencilFail = GL_KEEP;
789 GLint depthFail = GL_KEEP;
790 GLint stencilPass = GL_KEEP;
791 GLint stencilFail_ccw = GL_KEEP;
792 GLint depthFail_ccw = GL_KEEP;
793 GLint stencilPass_ccw = GL_KEEP;
794
795 /* No stencil test without a stencil buffer */
796 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
800 }
801
802 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
803 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
805 func = GL_ALWAYS;
806 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
807 func_ccw = GL_ALWAYS;
808 ref = stateblock->renderState[WINED3DRS_STENCILREF];
809 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
816
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
823
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
827
828 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
829 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
830 * which has an effect on the code below too. If we apply the front face
831 * afterwards, we are sure that the active stencil face is set to front,
832 * and other stencil functions which do not use two sided stencil do not have
833 * to set it back
834 */
835 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
836 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
837 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
838 stencilFail, depthFail, stencilPass);
839 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
840 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
841 checkGLcall("glStencilFuncSeparateATI(...)");
842 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
843 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
844 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
845 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
846 } else {
847 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
848 }
849 } else if(onesided_enable) {
850 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
851 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
852 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
853 }
854
855 /* This code disables the ATI extension as well, since the standard stencil functions are equal
856 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
857 */
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
860 glStencilFunc(func, ref, mask);
861 checkGLcall("glStencilFunc(...)");
862 glStencilOp(stencilFail, depthFail, stencilPass);
863 checkGLcall("glStencilOp(...)");
864 } else {
865 glDisable(GL_STENCIL_TEST);
866 checkGLcall("glDisable GL_STENCIL_TEST");
867 }
868 }
869
870 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871 DWORD mask;
872
873 if(stateblock->wineD3DDevice->stencilBufferTarget) {
874 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
875 } else {
876 mask = 0;
877 }
878
879 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
880 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
881 glStencilMask(mask);
882 checkGLcall("glStencilMask");
883 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
884 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
885 glStencilMask(mask);
886 }
887
888 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889 DWORD mask;
890
891 if(stateblock->wineD3DDevice->stencilBufferTarget) {
892 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
893 } else {
894 mask = 0;
895 }
896
897 glStencilMask(mask);
898 checkGLcall("glStencilMask");
899 }
900
901 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
902 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
903 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
904 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
905 float fogstart, fogend;
906
907 union {
908 DWORD d;
909 float f;
910 } tmpvalue;
911
912 if (!fogenable) {
913 /* No fog? Disable it, and we're done :-) */
914 glDisable(GL_FOG);
915 checkGLcall("glDisable GL_FOG");
916 if( use_ps(stateblock->wineD3DDevice)
917 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
918 /* disable fog in the pixel shader
919 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
920 * -1/(e-s) and e/(e-s) respectively.
921 */
922 glFogf(GL_FOG_START, 0.0f);
923 checkGLcall("glFogf(GL_FOG_START, fogstart)");
924 glFogf(GL_FOG_END, 1.0f);
925 checkGLcall("glFogf(GL_FOG_END, fogend)");
926 }
927 return;
928 }
929
930 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
931 fogstart = tmpvalue.f;
932 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
933 fogend = tmpvalue.f;
934
935 /* Fog Rules:
936 *
937 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
938 * It can use the Z value of the vertex, or the alpha component of the specular color.
939 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
940 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
941 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
942 *
943 * FOGTABLEMODE != NONE:
944 * The Z value is used, with the equation specified, no matter what vertex type.
945 *
946 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
947 * Per vertex fog is calculated using the specified fog equation and the parameters
948 *
949 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
950 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
951 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
952 *
953 *
954 * Rules for vertex fog with shaders:
955 *
956 * When mixing fixed function functionality with the programmable pipeline, D3D expects
957 * the fog computation to happen during transformation while openGL expects it to happen
958 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
959 * the pixel shader while openGL always expects the pixel shader to handle the blending.
960 * To solve this problem, WineD3D does:
961 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
962 * shader,
963 * and 2) disables the fog computation (in either the fixed function or programmable
964 * rasterizer) if using a vertex program.
965 *
966 *
967 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
968 * without shaders).
969 */
970
971 if( is_ps3 ) {
972 if( !use_vs(stateblock->wineD3DDevice)
973 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
974 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
975 }
976 }
977
978 if (use_vs(stateblock->wineD3DDevice)
979 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
980 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
981 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
982 /* Disable fog */
983 fogenable = FALSE;
984 } else {
985 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
986 glFogi(GL_FOG_MODE, GL_LINEAR);
987 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
988 fogstart = 1.0;
989 fogend = 0.0;
990 }
991
992 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
993 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
994 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
995 context->fog_coord = FALSE;
996 }
997 context->last_was_foggy_shader = TRUE;
998 }
999 else if( use_ps(stateblock->wineD3DDevice) ) {
1000 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1001 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1002 */
1003 WINED3DFOGMODE mode;
1004 context->last_was_foggy_shader = FALSE;
1005
1006 /* If both fogmodes are set use the table fog mode */
1007 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1008 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1009 else
1010 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1011
1012 switch (mode) {
1013 case WINED3DFOG_EXP:
1014 case WINED3DFOG_EXP2:
1015 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1016 /* Disable fog */
1017 fogenable = FALSE;
1018 break;
1019
1020 case WINED3DFOG_LINEAR:
1021 fogstart = -1.0f/(fogend-fogstart);
1022 fogend *= -fogstart;
1023 break;
1024
1025 case WINED3DFOG_NONE:
1026 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1027 /* Disable fog */
1028 fogenable = FALSE;
1029 break;
1030 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1031 }
1032
1033 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1034 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1035 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1036 context->fog_coord = FALSE;
1037 }
1038 }
1039 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1040 * the system will apply only pixel(=table) fog effects."
1041 */
1042 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1043 glHint(GL_FOG_HINT, GL_FASTEST);
1044 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1045 context->last_was_foggy_shader = FALSE;
1046
1047 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1048 /* If processed vertices are used, fall through to the NONE case */
1049 case WINED3DFOG_EXP: {
1050 if(!context->last_was_rhw) {
1051 glFogi(GL_FOG_MODE, GL_EXP);
1052 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1053 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1054 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056 context->fog_coord = FALSE;
1057 }
1058 break;
1059 }
1060 }
1061 case WINED3DFOG_EXP2: {
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_EXP2);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1065 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1066 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1067 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1068 context->fog_coord = FALSE;
1069 }
1070 break;
1071 }
1072 }
1073 case WINED3DFOG_LINEAR: {
1074 if(!context->last_was_rhw) {
1075 glFogi(GL_FOG_MODE, GL_LINEAR);
1076 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1077 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1078 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1079 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080 context->fog_coord = FALSE;
1081 }
1082 break;
1083 }
1084 }
1085 case WINED3DFOG_NONE: {
1086 /* Both are none? According to msdn the alpha channel of the specular
1087 * color contains a fog factor. Set it in drawStridedSlow.
1088 * Same happens with Vertexfog on transformed vertices
1089 */
1090 if(GL_SUPPORT(EXT_FOG_COORD)) {
1091 if(context->fog_coord == FALSE) {
1092 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1093 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1094 context->fog_coord = TRUE;
1095 }
1096 glFogi(GL_FOG_MODE, GL_LINEAR);
1097 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1098 fogstart = 0xff;
1099 fogend = 0x0;
1100 } else {
1101 /* Disable GL fog, handle this in software in drawStridedSlow */
1102 fogenable = FALSE;
1103 }
1104 break;
1105 }
1106 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1107 }
1108 } else {
1109 glHint(GL_FOG_HINT, GL_NICEST);
1110 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1111 context->last_was_foggy_shader = FALSE;
1112
1113 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1114 case WINED3DFOG_EXP:
1115 glFogi(GL_FOG_MODE, GL_EXP);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1117 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1118 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1119 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1120 context->fog_coord = FALSE;
1121 }
1122 break;
1123
1124 case WINED3DFOG_EXP2:
1125 glFogi(GL_FOG_MODE, GL_EXP2);
1126 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1127 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1128 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1129 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1130 context->fog_coord = FALSE;
1131 }
1132 break;
1133
1134 case WINED3DFOG_LINEAR:
1135 glFogi(GL_FOG_MODE, GL_LINEAR);
1136 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1137 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1138 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1139 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1140 context->fog_coord = FALSE;
1141 }
1142 break;
1143
1144 case WINED3DFOG_NONE: /* Won't happen */
1145 default:
1146 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1147 }
1148 }
1149
1150 if(fogenable) {
1151 glEnable(GL_FOG);
1152 checkGLcall("glEnable GL_FOG");
1153
1154 if(fogstart != fogend)
1155 {
1156 glFogfv(GL_FOG_START, &fogstart);
1157 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1158 TRACE("Fog Start == %f\n", fogstart);
1159
1160 glFogfv(GL_FOG_END, &fogend);
1161 checkGLcall("glFogf(GL_FOG_END, fogend)");
1162 TRACE("Fog End == %f\n", fogend);
1163 }
1164 else
1165 {
1166 glFogf(GL_FOG_START, -1.0 / 0.0);
1167 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1168 TRACE("Fog Start == %f\n", fogstart);
1169
1170 glFogf(GL_FOG_END, 0.0);
1171 checkGLcall("glFogf(GL_FOG_END, fogend)");
1172 TRACE("Fog End == %f\n", fogend);
1173 }
1174 } else {
1175 glDisable(GL_FOG);
1176 checkGLcall("glDisable GL_FOG");
1177 if( use_ps(stateblock->wineD3DDevice) ) {
1178 /* disable fog in the pixel shader
1179 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1180 * -1/(e-s) and e/(e-s) respectively.
1181 */
1182 glFogf(GL_FOG_START, 0.0f);
1183 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1184 glFogf(GL_FOG_END, 1.0f);
1185 checkGLcall("glFogf(GL_FOG_END, fogend)");
1186 }
1187 }
1188 }
1189
1190 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1191 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1192 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1193 }
1194 }
1195
1196 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1197 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1198 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1199 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1200 } else {
1201 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1202 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1203 }
1204 }
1205
1206 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1207 float col[4];
1208 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1209 glFogfv(GL_FOG_COLOR, &col[0]);
1210 checkGLcall("glFog GL_FOG_COLOR");
1211 }
1212
1213 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1214 union {
1215 DWORD d;
1216 float f;
1217 } tmpvalue;
1218 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1219 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1220 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1221 }
1222
1223 /* TODO: Merge with primitive type + init_materials()!! */
1224 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1225 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1226 GLenum Parm = 0;
1227 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1228 BOOL isDiffuseSupplied;
1229
1230 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1231 * The vertex declaration will call this function if the fixed function pipeline is used.
1232 */
1233
1234 if(isStateDirty(context, STATE_VDECL)) {
1235 return;
1236 }
1237
1238 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1239
1240 context->num_untracked_materials = 0;
1241 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1242 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1243 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1244 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1245 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1246 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1247
1248 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_AMBIENT_AND_DIFFUSE;
1251 } else {
1252 Parm = GL_DIFFUSE;
1253 }
1254 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1256 context->num_untracked_materials++;
1257 }
1258 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1260 context->num_untracked_materials++;
1261 }
1262 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1263 Parm = GL_AMBIENT;
1264 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1266 context->num_untracked_materials++;
1267 }
1268 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1269 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1270 context->num_untracked_materials++;
1271 }
1272 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1273 Parm = GL_EMISSION;
1274 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1275 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276 context->num_untracked_materials++;
1277 }
1278 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1279 Parm = GL_SPECULAR;
1280 }
1281 }
1282
1283 /* Nothing changed, return. */
1284 if (Parm == context->tracking_parm) return;
1285
1286 if(!Parm) {
1287 glDisable(GL_COLOR_MATERIAL);
1288 checkGLcall("glDisable GL_COLOR_MATERIAL");
1289 } else {
1290 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1291 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1292 glEnable(GL_COLOR_MATERIAL);
1293 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1294 }
1295
1296 /* Apparently calls to glMaterialfv are ignored for properties we're
1297 * tracking with glColorMaterial, so apply those here. */
1298 switch (context->tracking_parm) {
1299 case GL_AMBIENT_AND_DIFFUSE:
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1301 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1302 checkGLcall("glMaterialfv");
1303 break;
1304
1305 case GL_DIFFUSE:
1306 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1307 checkGLcall("glMaterialfv");
1308 break;
1309
1310 case GL_AMBIENT:
1311 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1312 checkGLcall("glMaterialfv");
1313 break;
1314
1315 case GL_EMISSION:
1316 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1317 checkGLcall("glMaterialfv");
1318 break;
1319
1320 case GL_SPECULAR:
1321 /* Only change material color if specular is enabled, otherwise it is set to black */
1322 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1323 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1324 checkGLcall("glMaterialfv");
1325 } else {
1326 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1327 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1328 checkGLcall("glMaterialfv");
1329 }
1330 break;
1331 }
1332
1333 context->tracking_parm = Parm;
1334 }
1335
1336 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1337 union {
1338 DWORD d;
1339 WINED3DLINEPATTERN lp;
1340 } tmppattern;
1341 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1342
1343 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1344
1345 if (tmppattern.lp.wRepeatFactor) {
1346 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1347 checkGLcall("glLineStipple(repeat, linepattern)");
1348 glEnable(GL_LINE_STIPPLE);
1349 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350 } else {
1351 glDisable(GL_LINE_STIPPLE);
1352 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1353 }
1354 }
1355
1356 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1357 union {
1358 DWORD d;
1359 float f;
1360 } tmpvalue;
1361
1362 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1363 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1364 TRACE("ZBias value %f\n", tmpvalue.f);
1365 glPolygonOffset(0, -tmpvalue.f);
1366 checkGLcall("glPolygonOffset(0, -Value)");
1367 glEnable(GL_POLYGON_OFFSET_FILL);
1368 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1369 glEnable(GL_POLYGON_OFFSET_LINE);
1370 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1371 glEnable(GL_POLYGON_OFFSET_POINT);
1372 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1373 } else {
1374 glDisable(GL_POLYGON_OFFSET_FILL);
1375 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1376 glDisable(GL_POLYGON_OFFSET_LINE);
1377 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1378 glDisable(GL_POLYGON_OFFSET_POINT);
1379 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1380 }
1381 }
1382
1383
1384 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1385 if(isStateDirty(context, STATE_VDECL)) {
1386 return;
1387 }
1388 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1389 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1390 * by zero and is not properly defined in opengl, so avoid it
1391 */
1392 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1393 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1394 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1395 glEnable(GL_NORMALIZE);
1396 checkGLcall("glEnable(GL_NORMALIZE);");
1397 } else {
1398 glDisable(GL_NORMALIZE);
1399 checkGLcall("glDisable(GL_NORMALIZE);");
1400 }
1401 }
1402
1403 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1404 union {
1405 DWORD d;
1406 float f;
1407 } tmpvalue;
1408
1409 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1410 if(tmpvalue.f != 1.0) {
1411 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1412 }
1413 }
1414
1415 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1416 union {
1417 DWORD d;
1418 float f;
1419 } tmpvalue;
1420
1421 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1422 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1423 checkGLcall("glPointParameterfEXT(...)");
1424 }
1425
1426 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1427 union {
1428 DWORD d;
1429 float f;
1430 } tmpvalue;
1431
1432 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1433 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1434 checkGLcall("glPointParameterfARB(...)");
1435 }
1436
1437 static void state_psizemax_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438 union {
1439 DWORD d;
1440 float f;
1441 } tmpvalue;
1442
1443 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1444 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1445 checkGLcall("glPointParameterfARB(...)");
1446 }
1447
1448 static void state_psizemax_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1449 union {
1450 DWORD d;
1451 float f;
1452 } tmpvalue;
1453
1454 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1455 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1456 checkGLcall("glPointParameterfEXT(...)");
1457 }
1458
1459 static void state_psizemax_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1460 union {
1461 DWORD d;
1462 float f;
1463 } tmpvalue;
1464
1465 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1466 if(tmpvalue.f != 64.0) {
1467 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1468 }
1469 }
1470
1471 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1472 /* TODO: Group this with the viewport */
1473 /*
1474 * POINTSCALEENABLE controls how point size value is treated. If set to
1475 * true, the point size is scaled with respect to height of viewport.
1476 * When set to false point size is in pixels.
1477 */
1478
1479 /* Default values */
1480 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1481 union {
1482 DWORD d;
1483 float f;
1484 } pointSize, A, B, C;
1485
1486 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1487 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1488 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1489 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1490
1491 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1492 GLfloat scaleFactor;
1493 float h = stateblock->viewport.Height;
1494
1495 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1496 /*
1497 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1498 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1499 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1500 * are less than 1.0f. scale_factor = 1.0f / point_size.
1501 */
1502 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1503 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1504 * is 1.0, but then accepts points below that and draws too small points
1505 */
1506 pointSize.f = GL_LIMITS(pointsizemin);
1507 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1508 /* gl already scales the input to glPointSize,
1509 * d3d scales the result after the point size scale.
1510 * If the point size is bigger than the max size, use the
1511 * scaling to scale it bigger, and set the gl point size to max
1512 */
1513 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1514 TRACE("scale: %f\n", scaleFactor);
1515 pointSize.f = GL_LIMITS(pointsize);
1516 } else {
1517 scaleFactor = 1.0f;
1518 }
1519 scaleFactor = pow(h * scaleFactor, 2);
1520
1521 att[0] = A.f / scaleFactor;
1522 att[1] = B.f / scaleFactor;
1523 att[2] = C.f / scaleFactor;
1524 }
1525
1526 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1527 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1528 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1529 }
1530 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1531 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1532 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1533 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1534 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1535 }
1536
1537 glPointSize(pointSize.f);
1538 checkGLcall("glPointSize(...);");
1539 }
1540
1541 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1542 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1543
1544 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1545 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1546 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1547 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1548 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1549 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1550 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1551 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1552 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1553 checkGLcall("glColorMask(...)");
1554
1555 /* depends on WINED3DRS_COLORWRITEENABLE. */
1556 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1557 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1558 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1559 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1560 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1561 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1562 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1563 }
1564 }
1565
1566 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1567 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1568 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1569 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1570 } else {
1571 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1572 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1573 }
1574 }
1575
1576 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1577 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1578 TRACE("Last Pixel Drawing Enabled\n");
1579 } else {
1580 static BOOL first = TRUE;
1581 if(first) {
1582 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1583 first = FALSE;
1584 } else {
1585 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1586 }
1587 }
1588 }
1589
1590 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1591 /* TODO: NV_POINT_SPRITE */
1592 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1593 TRACE("Point sprites not supported\n");
1594 }
1595 }
1596
1597 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1598 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1599 glEnable(GL_POINT_SPRITE_ARB);
1600 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1601 } else {
1602 glDisable(GL_POINT_SPRITE_ARB);
1603 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1604 }
1605 }
1606
1607 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1608 /**
1609 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1610 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1611 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1612 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1613
1614 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1615 */
1616 TRACE("Stub\n");
1617 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1618 stateblock->renderState[WINED3DRS_WRAP1] ||
1619 stateblock->renderState[WINED3DRS_WRAP2] ||
1620 stateblock->renderState[WINED3DRS_WRAP3] ||
1621 stateblock->renderState[WINED3DRS_WRAP4] ||
1622 stateblock->renderState[WINED3DRS_WRAP5] ||
1623 stateblock->renderState[WINED3DRS_WRAP6] ||
1624 stateblock->renderState[WINED3DRS_WRAP7] ||
1625 stateblock->renderState[WINED3DRS_WRAP8] ||
1626 stateblock->renderState[WINED3DRS_WRAP9] ||
1627 stateblock->renderState[WINED3DRS_WRAP10] ||
1628 stateblock->renderState[WINED3DRS_WRAP11] ||
1629 stateblock->renderState[WINED3DRS_WRAP12] ||
1630 stateblock->renderState[WINED3DRS_WRAP13] ||
1631 stateblock->renderState[WINED3DRS_WRAP14] ||
1632 stateblock->renderState[WINED3DRS_WRAP15] ) {
1633 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1634 }
1635 }
1636
1637 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1638 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1639 WARN("Multisample antialiasing not supported by gl\n");
1640 }
1641 }
1642
1643 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1644 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1645 glEnable(GL_MULTISAMPLE_ARB);
1646 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1647 } else {
1648 glDisable(GL_MULTISAMPLE_ARB);
1649 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1650 }
1651 }
1652
1653 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1654 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1655 glEnable(GL_SCISSOR_TEST);
1656 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1657 } else {
1658 glDisable(GL_SCISSOR_TEST);
1659 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1660 }
1661 }
1662
1663 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1664 union {
1665 DWORD d;
1666 float f;
1667 } tmpvalue;
1668
1669 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1670 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1671 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1672 glEnable(GL_POLYGON_OFFSET_FILL);
1673 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1674 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1675 checkGLcall("glPolygonOffset(...)");
1676 } else {
1677 glDisable(GL_POLYGON_OFFSET_FILL);
1678 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1679 }
1680 }
1681
1682 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1683 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1684 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1685 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1686 } else {
1687 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1688 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1689 }
1690 }
1691
1692 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693 TRACE("Stub\n");
1694 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1695 FIXME(" Stippled Alpha not supported yet.\n");
1696 }
1697
1698 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699 TRACE("Stub\n");
1700 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1701 FIXME(" Antialias not supported yet.\n");
1702 }
1703
1704 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705 TRACE("Stub\n");
1706 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1707 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1708 }
1709
1710 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711 TRACE("Stub\n");
1712 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1713 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1714 }
1715
1716 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717 union {
1718 DWORD d;
1719 float f;
1720 } tmpvalue;
1721 tmpvalue.f = 1.0f;
1722
1723 TRACE("Stub\n");
1724 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1725 {
1726 static BOOL displayed = FALSE;
1727
1728 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1729 if(!displayed)
1730 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1731
1732 displayed = TRUE;
1733 }
1734 }
1735
1736 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1737 TRACE("Stub\n");
1738 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1739 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1740 }
1741
1742 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1743 TRACE("Stub\n");
1744 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1745 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1746 }
1747
1748 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1749 TRACE("Stub\n");
1750 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1751 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1752 }
1753
1754 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1755 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1756 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1757 }
1758 }
1759
1760 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1761 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1762 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1763 }
1764 }
1765
1766 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1767 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1768 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1769 }
1770 }
1771
1772 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1773 if(stateblock->renderState[WINED3DRS_ROP2]) {
1774 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1775 }
1776 }
1777
1778 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1779 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1780 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1781 }
1782 }
1783
1784 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1785 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1786 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1787 }
1788 }
1789
1790 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1792 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1793 }
1794 }
1795
1796 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1797 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1798 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1799 }
1800 }
1801
1802 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1803 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1804 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1805 }
1806 }
1807
1808 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1809 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1810 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1811 }
1812 }
1813
1814 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1815 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1816 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1817 }
1818 }
1819
1820 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1821 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1822 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1823 }
1824 }
1825
1826 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1827 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1828 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1829 }
1830 }
1831
1832 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1833 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1834 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1835 }
1836 }
1837
1838 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1839 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1840 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1841 }
1842 }
1843
1844 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1845 #if defined (GL_VERSION_1_3)
1846 # define useext(A) A
1847 #elif defined (GL_EXT_texture_env_combine)
1848 # define useext(A) A##_EXT
1849 #elif defined (GL_ARB_texture_env_combine)
1850 # define useext(A) A##_ARB
1851 #endif
1852
1853 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1854 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1855 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1856 * flag specifies the complement of the input should be used. */
1857 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1858 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1859
1860 /* Calculate the operand */
1861 if (complement) {
1862 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1863 else *operand = GL_ONE_MINUS_SRC_COLOR;
1864 } else {
1865 if (from_alpha) *operand = GL_SRC_ALPHA;
1866 else *operand = GL_SRC_COLOR;
1867 }
1868
1869 /* Calculate the source */
1870 switch (arg & WINED3DTA_SELECTMASK) {
1871 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1872 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1873 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1874 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1875 case WINED3DTA_SPECULAR:
1876 /*
1877 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1878 * 'Secondary color' and isn't supported until base GL supports it
1879 * There is no concept of temp registers as far as I can tell
1880 */
1881 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1882 *source = GL_TEXTURE;
1883 break;
1884 default:
1885 FIXME("Unrecognized texture arg %#x\n", arg);
1886 *source = GL_TEXTURE;
1887 break;
1888 }
1889 }
1890
1891 /* Setup the texture operations texture stage states */
1892 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1893 {
1894 GLenum src1, src2, src3;
1895 GLenum opr1, opr2, opr3;
1896 GLenum comb_target;
1897 GLenum src0_target, src1_target, src2_target;
1898 GLenum opr0_target, opr1_target, opr2_target;
1899 GLenum scal_target;
1900 GLenum opr=0, invopr, src3_target, opr3_target;
1901 BOOL Handled = FALSE;
1902 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1903 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1904
1905 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1906
1907 /* This is called by a state handler which has the gl lock held and a context for the thread */
1908
1909 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1910 the form (a1 <operation> a2). However, some of the more complex operations
1911 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1912 in a third parameter called a0. Therefore these are operations of the form
1913 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1914
1915 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1916 functions below, expect their syntax to differ slightly to those listed in the
1917 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1918 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1919
1920 if (isAlpha) {
1921 comb_target = useext(GL_COMBINE_ALPHA);
1922 src0_target = useext(GL_SOURCE0_ALPHA);
1923 src1_target = useext(GL_SOURCE1_ALPHA);
1924 src2_target = useext(GL_SOURCE2_ALPHA);
1925 opr0_target = useext(GL_OPERAND0_ALPHA);
1926 opr1_target = useext(GL_OPERAND1_ALPHA);
1927 opr2_target = useext(GL_OPERAND2_ALPHA);
1928 scal_target = GL_ALPHA_SCALE;
1929 }
1930 else {
1931 comb_target = useext(GL_COMBINE_RGB);
1932 src0_target = useext(GL_SOURCE0_RGB);
1933 src1_target = useext(GL_SOURCE1_RGB);
1934 src2_target = useext(GL_SOURCE2_RGB);
1935 opr0_target = useext(GL_OPERAND0_RGB);
1936 opr1_target = useext(GL_OPERAND1_RGB);
1937 opr2_target = useext(GL_OPERAND2_RGB);
1938 scal_target = useext(GL_RGB_SCALE);
1939 }
1940
1941 /* If a texture stage references an invalid texture unit the stage just
1942 * passes through the result from the previous stage */
1943 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1944 arg1 = WINED3DTA_CURRENT;
1945 op = WINED3DTOP_SELECTARG1;
1946 }
1947
1948 /* From MSDN (WINED3DTSS_ALPHAARG1) :
1949 The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1950 then the default argument is WINED3DTA_DIFFUSE.
1951 FIXME? If texture added/removed, may need to reset back as well? */
1952 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1953 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1954 } else {
1955 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1956 }
1957 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1958 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1959
1960 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1961
1962 Handled = TRUE; /* Assume will be handled */
1963
1964 /* Other texture operations require special extensions: */
1965 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1966 if (isAlpha) {
1967 opr = GL_SRC_ALPHA;
1968 invopr = GL_ONE_MINUS_SRC_ALPHA;
1969 src3_target = GL_SOURCE3_ALPHA_NV;
1970 opr3_target = GL_OPERAND3_ALPHA_NV;
1971 } else {
1972 opr = GL_SRC_COLOR;
1973 invopr = GL_ONE_MINUS_SRC_COLOR;
1974 src3_target = GL_SOURCE3_RGB_NV;
1975 opr3_target = GL_OPERAND3_RGB_NV;
1976 }
1977 switch (op) {
1978 case WINED3DTOP_DISABLE: /* Only for alpha */
1979 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1980 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1981 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1982 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1983 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1984 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1985 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1986 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1987 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1988 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1989 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1990 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1991 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1992 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1993 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1994 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1995 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1996 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1997 break;
1998 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1999 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2000 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2001 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2002 if (op == WINED3DTOP_SELECTARG1) {
2003 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2004 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2005 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2006 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2007 } else {
2008 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2009 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2010 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2011 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2012 }
2013 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2014 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2015 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2016 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2017 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2018 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2019 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2020 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2021 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2022 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2023 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2024 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2025 break;
2026
2027 case WINED3DTOP_MODULATE:
2028 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2029 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2030 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2031 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2032 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2033 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2034 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2035 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2036 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2037 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2038 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2039 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2040 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2041 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2042 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2043 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2044 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2045 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2046 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2047 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2048 break;
2049 case WINED3DTOP_MODULATE2X:
2050 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2051 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2052 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2053 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2054 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2055 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2056 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2057 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2058 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2059 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2060 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2061 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2062 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2063 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2064 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2065 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2066 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2067 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2068 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2069 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2070 break;
2071 case WINED3DTOP_MODULATE4X:
2072 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2073 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2074 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2075 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2076 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2077 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2079 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2081 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2082 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2083 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2084 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2085 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2086 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2087 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2088 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2089 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2090 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2091 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2092 break;
2093
2094 case WINED3DTOP_ADD:
2095 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2096 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2097 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2098 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2099 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2100 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2101 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2102 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2103 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2104 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2105 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2106 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2107 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2108 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2109 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2110 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2111 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2112 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2113 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2114 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2115 break;
2116
2117 case WINED3DTOP_ADDSIGNED:
2118 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2119 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2120 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2122 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2124 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2126 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2127 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2128 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2129 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2130 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2131 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2132 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2134 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2135 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2136 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2137 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2138 break;
2139
2140 case WINED3DTOP_ADDSIGNED2X:
2141 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2142 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2143 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2144 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2145 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2146 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2147 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2148 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2149 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2150 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2151 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2152 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2153 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2154 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2155 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2156 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2157 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2158 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2159 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2160 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2161 break;
2162
2163 case WINED3DTOP_ADDSMOOTH:
2164 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2165 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2166 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2167 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2168 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2169 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2170 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2171 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2172 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2173 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2174 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2175 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2176 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2177 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2178 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2179 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2180 switch (opr1) {
2181 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2182 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2183 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2184 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2185 }
2186 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2187 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2188 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2189 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2190 break;
2191
2192 case WINED3DTOP_BLENDDIFFUSEALPHA:
2193 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2194 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2195 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2197 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2199 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2200 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2201 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2202 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2203 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2204 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2205 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2207 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2208 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2209 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2210 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2211 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2212 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2213 break;
2214 case WINED3DTOP_BLENDTEXTUREALPHA:
2215 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2217 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2221 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2223 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2229 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2230 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2231 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2232 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2233 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2234 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2235 break;
2236 case WINED3DTOP_BLENDFACTORALPHA:
2237 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2239 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2245 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2253 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2255 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2257 break;
2258 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2259 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2260 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2261 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2262 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2263 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2264 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2265 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2266 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2267 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2268 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2269 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2270 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2271 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2272 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2273 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2274 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2275 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2276 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2277 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2278 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2279 break;
2280 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2281 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2282 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2283 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2284 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2285 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2286 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2287 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2288 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2289 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2290 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2291 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2292 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2293 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2294 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2295 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2296 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2297 switch (opr) {
2298 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2299 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2300 }
2301 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2302 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2303 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2304 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305 break;
2306 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2307 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2308 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2309 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2310 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2312 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2314 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2315 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2316 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2317 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2318 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2319 switch (opr1) {
2320 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2321 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2322 }
2323 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2324 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2325 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2326 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2327 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2328 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2329 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2330 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2331 break;
2332 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2333 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2334 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2335 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2336 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2337 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2338 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2339 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2340 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2341 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2342 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2343 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2344 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2345 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2346 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2347 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2349 switch (opr1) {
2350 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2351 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2352 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2353 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2354 }
2355 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2356 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2357 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2358 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2359 break;
2360 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2361 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2362 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2363 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2364 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2365 switch (opr1) {
2366 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2367 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2368 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2369 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2370 }
2371 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2372 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2373 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2374 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2375 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2376 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2377 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2378 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2379 switch (opr1) {
2380 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2381 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2382 }
2383 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2384 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2385 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2386 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2387 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2388 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2389 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2390 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391 break;
2392 case WINED3DTOP_MULTIPLYADD:
2393 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2394 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2395 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2396 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2397 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2398 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2399 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2400 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2401 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2402 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2403 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2404 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2405 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2406 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2407 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2408 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2409 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2410 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2411 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2412 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2413 break;
2414
2415 case WINED3DTOP_BUMPENVMAP:
2416 {
2417 }
2418
2419 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2420 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2421
2422 default:
2423 Handled = FALSE;
2424 }
2425 if (Handled) {
2426 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2427 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2428
2429 return;
2430 }
2431 } /* GL_NV_texture_env_combine4 */
2432
2433 Handled = TRUE; /* Again, assume handled */
2434 switch (op) {
2435 case WINED3DTOP_DISABLE: /* Only for alpha */
2436 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2437 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2438 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2439 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2440 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2441 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2442 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2443 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2444 break;
2445 case WINED3DTOP_SELECTARG1:
2446 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2447 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2448 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2449 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2450 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2451 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2452 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2453 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2454 break;
2455 case WINED3DTOP_SELECTARG2:
2456 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2457 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2458 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2459 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2460 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2461 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2462 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2463 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464 break;
2465 case WINED3DTOP_MODULATE:
2466 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2467 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2468 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2469 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2470 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2471 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2472 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2473 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2474 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2475 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2476 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2477 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478 break;
2479 case WINED3DTOP_MODULATE2X:
2480 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2481 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2482 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2483 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2484 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2485 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2486 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2487 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2488 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2489 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2490 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2491 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2492 break;
2493 case WINED3DTOP_MODULATE4X:
2494 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2495 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2496 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2498 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2499 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2500 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2501 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2502 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2503 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2504 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2505 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2506 break;
2507 case WINED3DTOP_ADD:
2508 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2509 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2510 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2511 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2512 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2513 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2514 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2515 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2516 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2517 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2518 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2519 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2520 break;
2521 case WINED3DTOP_ADDSIGNED:
2522 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2523 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2524 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2525 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2526 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2527 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2528 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2529 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2530 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2531 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2532 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2533 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 break;
2535 case WINED3DTOP_ADDSIGNED2X:
2536 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2537 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2538 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2539 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2540 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2541 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2542 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2543 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2544 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2545 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2546 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2547 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2548 break;
2549 case WINED3DTOP_SUBTRACT:
2550 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2551 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2552 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2553 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2554 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2557 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2558 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2560 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2563 } else {
2564 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2565 }
2566 break;
2567
2568 case WINED3DTOP_BLENDDIFFUSEALPHA:
2569 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2570 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2571 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2572 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2573 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2574 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2575 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2576 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2577 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2578 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2579 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2580 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2581 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2582 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2583 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585 break;
2586 case WINED3DTOP_BLENDTEXTUREALPHA:
2587 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
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, src2_target, GL_TEXTURE);
2598 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2599 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2600 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2601 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2602 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2603 break;
2604 case WINED3DTOP_BLENDFACTORALPHA:
2605 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2606 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2607 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2610 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2611 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2612 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2613 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2614 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2615 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2616 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2617 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2618 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2619 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621 break;
2622 case WINED3DTOP_BLENDCURRENTALPHA:
2623 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2625 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2634 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2635 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2636 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2637 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639 break;
2640 case WINED3DTOP_DOTPRODUCT3:
2641 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2642 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2644 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2647 } else {
2648 FIXME("This version of opengl does not support GL_DOT3\n");
2649 }
2650 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2659 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2660 break;
2661 case WINED3DTOP_LERP:
2662 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2663 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2664 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2665 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2666 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2667 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2668 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2669 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2670 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2671 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2672 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2673 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2674 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2675 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2676 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2677 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2678 break;
2679 case WINED3DTOP_ADDSMOOTH:
2680 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 switch (opr1) {
2686 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2687 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2688 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2689 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2690 }
2691 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2692 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2693 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2694 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2695 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2696 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2697 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2698 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2699 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2700 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2701 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 } else
2704 Handled = FALSE;
2705 break;
2706 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2707 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2708 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2709 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2710 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2711 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2712 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2713 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2714 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2715 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2716 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2717 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2718 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2719 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2720 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2721 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2722 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2723 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 } else
2725 Handled = FALSE;
2726 break;
2727 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2728 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2729 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2730 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2731 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 switch (opr1) {
2734 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2735 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2736 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2737 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2738 }
2739 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2740 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2741 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2742 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2743 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2744 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2745 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2746 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2747 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2748 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2749 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751 } else
2752 Handled = FALSE;
2753 break;
2754 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2755 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2756 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2757 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2758 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2759 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2760 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2761 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2762 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2763 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2764 switch (opr1) {
2765 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2766 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2767 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2768 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2769 }
2770 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2771 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2772 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2773 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2774 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2775 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2776 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2777 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2778 } else
2779 Handled = FALSE;
2780 break;
2781 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2782 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2783 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2784 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2785 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2786 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787 switch (opr1) {
2788 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2789 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2790 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2791 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2792 }
2793 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2794 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2795 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2797 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2798 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2799 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2800 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2801 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2802 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2803 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2804 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2805 } else
2806 Handled = FALSE;
2807 break;
2808 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2809 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2810 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2811 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2812 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2813 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2814 switch (opr1) {
2815 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2816 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2817 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2818 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2819 }
2820 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2821 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2822 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2823 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2824 switch (opr1) {
2825 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2826 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2827 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2828 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2829 }
2830 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2831 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2832 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2833 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2834 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2835 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2836 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2837 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2838 } else
2839 Handled = FALSE;
2840 break;
2841 case WINED3DTOP_MULTIPLYADD:
2842 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
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, src3);
2850 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2851 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2852 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2853 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2854 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2855 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2856 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2857 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2858 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859 } else
2860 Handled = FALSE;
2861 break;
2862 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2863 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2864 /* Some apps use BUMPENVMAPLUMINANCE instead of D3DTOP_BUMPENVMAP, although
2865 * they check for the non-luminance cap flag. Well, give them what they asked
2866 * for :-)
2867 */
2868 WARN("Application uses WINED3DTOP_BUMPENVMAPLUMINANCE\n");
2869 } else {
2870 Handled = FALSE;
2871 break;
2872 }
2873 /* Fall through */
2874 case WINED3DTOP_BUMPENVMAP:
2875 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2876 TRACE("Using ati bumpmap on stage %d, target %d\n", Stage, Stage + 1);
2877 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI);
2878 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI)");
2879 glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1);
2880 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1)");
2881 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2882 checkGLcall("GL_TEXTURE_ENV, src0_target, src3");
2883 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2884 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr3");
2885 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2887 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2888 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2889 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2890 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2891 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2892 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2893
2894 Handled = TRUE;
2895 break;
2896 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2897 /* Technically texture shader support without register combiners is possible, but not expected to occur
2898 * on real world cards, so for now a fixme should be enough
2899 */
2900 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2901 }
2902 default:
2903 Handled = FALSE;
2904 }
2905
2906 if (Handled) {
2907 BOOL combineOK = TRUE;
2908 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2909 DWORD op2;
2910
2911 if (isAlpha) {
2912 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2913 } else {
2914 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2915 }
2916
2917 /* Note: If COMBINE4 in effect can't go back to combine! */
2918 switch (op2) {
2919 case WINED3DTOP_ADDSMOOTH:
2920 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2921 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2922 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2923 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2924 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2925 case WINED3DTOP_MULTIPLYADD:
2926 /* Ignore those implemented in both cases */
2927 switch (op) {
2928 case WINED3DTOP_SELECTARG1:
2929 case WINED3DTOP_SELECTARG2:
2930 combineOK = FALSE;
2931 Handled = FALSE;
2932 break;
2933 default:
2934 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2935 return;
2936 }
2937 }
2938 }
2939
2940 if (combineOK) {
2941 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2942 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2943
2944 return;
2945 }
2946 }
2947
2948 /* After all the extensions, if still unhandled, report fixme */
2949 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2950 }
2951
2952
2953 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2954 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2955 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2956 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2957
2958 TRACE("Setting color op for stage %d\n", stage);
2959
2960 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
2961 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2962 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2963 return;
2964 }
2965
2966 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2967
2968 if (mapped_stage != -1) {
2969 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2970 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2971 FIXME("Attempt to enable unsupported stage!\n");
2972 return;
2973 }
2974 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2975 checkGLcall("glActiveTextureARB");
2976 } else if (stage > 0) {
2977 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2978 return;
2979 }
2980 }
2981
2982 if(stage >= stateblock->lowest_disabled_stage) {
2983 TRACE("Stage disabled\n");
2984 if (mapped_stage != -1) {
2985 /* Disable everything here */
2986 glDisable(GL_TEXTURE_2D);
2987 checkGLcall("glDisable(GL_TEXTURE_2D)");
2988 glDisable(GL_TEXTURE_3D);
2989 checkGLcall("glDisable(GL_TEXTURE_3D)");
2990 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2991 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2992 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2993 }
2994 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2995 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2996 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2997 }
2998 }
2999 /* All done */
3000 return;
3001 }
3002
3003 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3004 * if the sampler for this stage is dirty
3005 */
3006 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3007 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3008 }
3009
3010 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
3011 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3012 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3013 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3014 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3015 }
3016
3017 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3018 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3019 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3020 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
3021 DWORD op, arg1, arg2, arg0;
3022
3023 TRACE("Setting alpha op for stage %d\n", stage);
3024 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3025 if (mapped_stage != -1) {
3026 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3027 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
3028 FIXME("Attempt to enable unsupported stage!\n");
3029 return;
3030 }
3031 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3032 checkGLcall("glActiveTextureARB");
3033 } else if (stage > 0) {
3034 /* We can't do anything here */
3035 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3036 return;
3037 }
3038 }
3039
3040 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3041 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3042 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3043 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3044
3045 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
3046 stateblock->textures[0] &&
3047 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
3048 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3049
3050 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
3051 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
3052
3053 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
3054 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
3055 * cannot remove the texture's alpha channel entirely.
3056 *
3057 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
3058 * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
3059 * draw things like translucent text and perform other blending effects.
3060 *
3061 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
3062 * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
3063 * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
3064 * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
3065 * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
3066 * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
3067 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
3068 * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3069
3070 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
3071 */
3072 if(op == WINED3DTOP_DISABLE) {
3073 arg1 = WINED3DTA_TEXTURE;
3074 op = WINED3DTOP_SELECTARG1;
3075 }
3076 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
3077 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3078 arg2 = WINED3DTA_TEXTURE;
3079 op = WINED3DTOP_MODULATE;
3080 }
3081 else arg1 = WINED3DTA_TEXTURE;
3082 }
3083 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
3084 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3085 arg1 = WINED3DTA_TEXTURE;
3086 op = WINED3DTOP_MODULATE;
3087 }
3088 else arg2 = WINED3DTA_TEXTURE;
3089 }
3090 }
3091 }
3092
3093 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3094 * this if block here, and the other code(color keying, texture unit selection) are the same
3095 */
3096 TRACE("Setting alpha op for stage %d\n", stage);
3097 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3098 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3099 op, arg1, arg2, arg0,
3100 mapped_stage,
3101 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3102 } else {
3103 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3104 op, arg1, arg2, arg0);
3105 }
3106 }
3107
3108 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3109 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3110 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3111 BOOL generated;
3112 int coordIdx;
3113
3114 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3115 if(use_vs(stateblock->wineD3DDevice) ||
3116 isStateDirty(context, STATE_VDECL)) {
3117 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3118 return;
3119 }
3120
3121 if (mapped_stage == -1) return;
3122
3123 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3124 if(mapped_stage >= GL_LIMITS(textures)) {
3125 return;
3126 }
3127 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3128 checkGLcall("glActiveTextureARB");
3129 } else if (mapped_stage > 0) {
3130 /* We can't do anything here */
3131 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3132 return;
3133 }
3134 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3135 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3136
3137 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3138 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3139 generated,
3140 context->last_was_rhw,
3141 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3142 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3143 WINED3DDECLTYPE_UNUSED,
3144 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3145
3146 /* The sampler applying function calls us if this changes */
3147 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
3148 if(generated) {
3149 FIXME("Non-power2 texture being used with generated texture coords\n");
3150 }
3151 TRACE("Non power two matrix multiply fixup\n");
3152 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3153 }
3154 }
3155
3156 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3157 int texture_idx;
3158
3159 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3160 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3161 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3162 }
3163 }
3164
3165 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
3166 UINT *offset = stateblock->streamOffset;
3167 unsigned int mapped_stage = 0;
3168 unsigned int textureNo = 0;
3169
3170 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
3171 /* Abort if we don't support the extension. */
3172 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
3173 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3174 return;
3175 }
3176
3177 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3178 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3179
3180 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3181 if (mapped_stage == -1) continue;
3182
3183 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3184 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3185 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3186
3187 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3188 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3189 checkGLcall("glBindBufferARB");
3190 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3191 }
3192
3193 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3194 checkGLcall("glClientActiveTextureARB");
3195
3196 /* The coords to supply depend completely on the fvf / vertex shader */
3197 glTexCoordPointer(
3198 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3199 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3200 sd->u.s.texCoords[coordIdx].dwStride,
3201 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3202 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3203 } else {
3204 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3205 }
3206 }
3207 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3208 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3209 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3210 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3211 }
3212 }
3213
3214 checkGLcall("loadTexCoords");
3215 }
3216
3217 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3218 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3219 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3220
3221 if (mapped_stage == -1) {
3222 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3223 return;
3224 }
3225
3226 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3227 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3228 return;
3229 }
3230 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3231 checkGLcall("glActiveTextureARB");
3232 } else if (stage > 0) {
3233 /* We can't do anything here */
3234 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3235 return;
3236 }
3237
3238 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3239 *
3240 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3241 * one flag, you can still specify an index value, which the system uses to
3242 * determine the texture wrapping mode.
3243 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3244 * means use the vertex position (camera-space) as the input texture coordinates
3245 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3246 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3247 * to the TEXCOORDINDEX value
3248 */
3249
3250 /*
3251 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3252 */
3253 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3254 case WINED3DTSS_TCI_PASSTHRU:
3255 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3256 glDisable(GL_TEXTURE_GEN_S);
3257 glDisable(GL_TEXTURE_GEN_T);
3258 glDisable(GL_TEXTURE_GEN_R);
3259 glDisable(GL_TEXTURE_GEN_Q);
3260 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3261 break;
3262
3263 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3264 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3265 * as the input texture coordinates for this stage's texture transformation. This
3266 * equates roughly to EYE_LINEAR
3267 */
3268 {
3269 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3270 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3271 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3272 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3273 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3274
3275 glMatrixMode(GL_MODELVIEW);
3276 glPushMatrix();
3277 glLoadIdentity();
3278 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3279 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3280 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3281 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3282 glPopMatrix();
3283
3284 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3285 glEnable(GL_TEXTURE_GEN_S);
3286 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3287 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3288 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3289 glEnable(GL_TEXTURE_GEN_T);
3290 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3291 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3292 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3293 glEnable(GL_TEXTURE_GEN_R);
3294 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3295 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3296 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3297 }
3298 break;
3299
3300 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3301 {
3302 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3303 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3304 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3305 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3306 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3307 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3308
3309 glMatrixMode(GL_MODELVIEW);
3310 glPushMatrix();
3311 glLoadIdentity();
3312 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3313 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3314 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3315 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3316 glPopMatrix();
3317
3318 glEnable(GL_TEXTURE_GEN_S);
3319 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3320 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3321 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3322 glEnable(GL_TEXTURE_GEN_T);
3323 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3324 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3325 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3326 glEnable(GL_TEXTURE_GEN_R);
3327 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3328 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3329 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3330 }
3331 }
3332 break;
3333
3334 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3335 {
3336 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3337 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3338 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3339 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3340 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3341 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3342
3343 glMatrixMode(GL_MODELVIEW);
3344 glPushMatrix();
3345 glLoadIdentity();
3346 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3347 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3348 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3349 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3350 glPopMatrix();
3351
3352 glEnable(GL_TEXTURE_GEN_S);
3353 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3354 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3355 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3356 glEnable(GL_TEXTURE_GEN_T);
3357 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3358 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3359 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3360 glEnable(GL_TEXTURE_GEN_R);
3361 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3362 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3363 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3364 }
3365 }
3366 break;
3367
3368 /* Unhandled types: */
3369 default:
3370 /* Todo: */
3371 /* ? disable GL_TEXTURE_GEN_n ? */
3372 glDisable(GL_TEXTURE_GEN_S);
3373 glDisable(GL_TEXTURE_GEN_T);
3374 glDisable(GL_TEXTURE_GEN_R);
3375 glDisable(GL_TEXTURE_GEN_Q);
3376 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3377 break;
3378 }
3379
3380 /* Update the texture matrix */
3381 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3382 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3383 }
3384
3385 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3386 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3387 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3388 * and do all the things linked to it
3389 * TODO: Tidy that up to reload only the arrays of the changed unit
3390 */
3391 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3392
3393 unloadTexCoords(stateblock);
3394 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3395 }
3396 }
3397
3398 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3399 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3400
3401 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3402 * has an update pending
3403 */
3404 if(isStateDirty(context, STATE_VDECL) ||
3405 isStateDirty(context, STATE_PIXELSHADER)) {
3406 return;
3407 }
3408
3409 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
3410 }
3411
3412 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3413 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3414
3415 if(stateblock->pixelShader && stage != 0 &&
3416 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3417 /* The pixel shader has to know the luminance scale. Do a constants update if it
3418 * isn't scheduled anyway
3419 */
3420 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3421 !isStateDirty(context, STATE_PIXELSHADER)) {
3422 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3423 }
3424 }
3425 }
3426
3427 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3428 BOOL texIsPow2 = FALSE;
3429 DWORD sampler = state - STATE_SAMPLER(0);
3430 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3431
3432 if(!texture) return;
3433 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3434 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3435 * scaling is reapplied or removed, the texture matrix has to be reapplied
3436 *
3437 * The mapped stage is alrady active because the sampler() function below, which is part of the
3438 * misc pipeline
3439 */
3440 if(sampler < MAX_TEXTURES) {
3441 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
3442 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
3443 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3444 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3445 texIsPow2 = TRUE;
3446 }
3447 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
3448 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3449 texIsPow2 = TRUE;
3450 }
3451 }
3452
3453 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
3454 context->lastWasPow2Texture[sampler] = texIsPow2;
3455 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3456 }
3457 }
3458 }
3459
3460 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3461 DWORD sampler = state - STATE_SAMPLER(0);
3462 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3463 union {
3464 float f;
3465 DWORD d;
3466 } tmpvalue;
3467
3468 TRACE("Sampler: %d\n", sampler);
3469 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3470 * only has to bind textures and set the per texture states
3471 */
3472
3473 if (mapped_stage == -1) {
3474 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3475 return;
3476 }
3477
3478 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3479 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3480 return;
3481 }
3482 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3483 checkGLcall("glActiveTextureARB");
3484 } else if (sampler > 0) {
3485 /* We can't do anything here */
3486 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3487 return;
3488 }
3489
3490 if(stateblock->textures[sampler]) {
3491 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3492 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
3493 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3494
3495 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3496 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3497 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3498 GL_TEXTURE_LOD_BIAS_EXT,
3499 tmpvalue.f);
3500 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3501 }
3502
3503 if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
3504 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3505 /* If color keying is enabled update the alpha test, it depends on the existence
3506 * of a color key in stage 0
3507 */
3508 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3509 }
3510 }
3511 } else if(mapped_stage < GL_LIMITS(textures)) {
3512 if(sampler < stateblock->lowest_disabled_stage) {
3513 /* TODO: What should I do with pixel shaders here ??? */
3514 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3515 /* If color keying is enabled update the alpha test, it depends on the existence
3516 * of a color key in stage 0
3517 */
3518 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3519 }
3520 } /* Otherwise tex_colorop disables the stage */
3521 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3522 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3523 }
3524 }
3525
3526 void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3527 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3528
3529 if (use_ps(device)) {
3530 if(!context->last_was_pshader) {
3531 state_fog(state, stateblock, context);
3532 }
3533 context->last_was_pshader = TRUE;
3534 } else {
3535 if(context->last_was_pshader) {
3536 state_fog(state, stateblock, context);
3537 }
3538 context->last_was_pshader = FALSE;
3539 }
3540 }
3541
3542 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3543 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3544 BOOL use_pshader = use_ps(device);
3545 BOOL use_vshader = use_vs(device);
3546 int i;
3547
3548 if (use_pshader) {
3549 if(!context->last_was_pshader) {
3550 /* Former draw without a pixel shader, some samplers
3551 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3552 * make sure to enable them
3553 */
3554 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3555 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3556 sampler(STATE_SAMPLER(i), stateblock, context);
3557 }
3558 }
3559 } else {
3560 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3561 * if a different texture was bound. I don't have to do anything.
3562 */
3563 }
3564
3565 /* Compile and bind the shader */
3566 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3567 } else {
3568 /* Disabled the pixel shader - color ops weren't applied
3569 * while it was enabled, so re-apply them.
3570 */
3571 for(i=0; i < MAX_TEXTURES; i++) {
3572 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3573 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3574 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3575 }
3576 }
3577 }
3578
3579 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3580 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3581
3582 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3583 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3584 }
3585 }
3586 }
3587
3588 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3589 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3590 if(stateblock->pixelShader && stage != 0 &&
3591 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3592 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3593 * anyway
3594 */
3595 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3596 !isStateDirty(context, STATE_PIXELSHADER)) {
3597 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3598 }
3599 }
3600 }
3601
3602 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3603 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3604 float mat[2][2];
3605
3606 if(stage >= GL_LIMITS(texture_stages)) {
3607 WARN("Bump env matrix of unsupported stage set\n");
3608 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
3609 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
3610 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
3611 }
3612 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
3613 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
3614 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
3615 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
3616 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
3617 checkGLcall("glTexBumpParameterfvATI");
3618 }
3619
3620 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3621 /* This function is called by transform_view below if the view matrix was changed too
3622 *
3623 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3624 * does not always update the world matrix, only on a switch between transformed
3625 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3626 * draw, but that should be rather rare and cheaper in total.
3627 */
3628 glMatrixMode(GL_MODELVIEW);
3629 checkGLcall("glMatrixMode");
3630
3631 if(context->last_was_rhw) {
3632 glLoadIdentity();
3633 checkGLcall("glLoadIdentity()");
3634 } else {
3635 /* In the general case, the view matrix is the identity matrix */
3636 if (stateblock->wineD3DDevice->view_ident) {
3637 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3638 checkGLcall("glLoadMatrixf");
3639 } else {
3640 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3641 checkGLcall("glLoadMatrixf");
3642 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3643 checkGLcall("glMultMatrixf");
3644 }
3645 }
3646 }
3647
3648 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3649 UINT index = state - STATE_CLIPPLANE(0);
3650
3651 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3652 return;
3653 }
3654
3655 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3656 glMatrixMode(GL_MODELVIEW);
3657 glPushMatrix();
3658 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3659
3660 TRACE("Clipplane [%f,%f,%f,%f]\n",
3661 stateblock->clipplane[index][0],
3662 stateblock->clipplane[index][1],
3663 stateblock->clipplane[index][2],
3664 stateblock->clipplane[index][3]);
3665 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3666 checkGLcall("glClipPlane");
3667
3668 glPopMatrix();
3669 }
3670
3671 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3672 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3673 GLenum glMat;
3674 TRACE("Setting world matrix %d\n", matrix);
3675
3676 if(matrix >= GL_LIMITS(blends)) {
3677 WARN("Unsupported blend matrix set\n");
3678 return;
3679 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3680 return;
3681 }
3682
3683 /* GL_MODELVIEW0_ARB: 0x1700
3684 * GL_MODELVIEW1_ARB: 0x0x850a
3685 * GL_MODELVIEW2_ARB: 0x8722
3686 * GL_MODELVIEW3_ARB: 0x8723
3687 * etc
3688 * GL_MODELVIEW31_ARB: 0x873F
3689 */
3690 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3691 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3692
3693 glMatrixMode(glMat);
3694 checkGLcall("glMatrixMode(glMat)");
3695
3696 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3697 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3698 */
3699 if(stateblock->wineD3DDevice->view_ident) {
3700 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3701 checkGLcall("glLoadMatrixf")
3702 } else {
3703 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3704 checkGLcall("glLoadMatrixf")
3705 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3706 checkGLcall("glMultMatrixf")
3707 }
3708 }
3709
3710 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3711 static BOOL once = FALSE;
3712
3713 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3714 case WINED3DVBF_1WEIGHTS:
3715 case WINED3DVBF_2WEIGHTS:
3716 case WINED3DVBF_3WEIGHTS:
3717 if(!once) {
3718 once = TRUE;
3719 /* TODO: Implement vertex blending in drawStridedSlow */
3720 FIXME("Vertex blending enabled, but not supported by hardware\n");
3721 }
3722 break;
3723
3724 case WINED3DVBF_TWEENING:
3725 WARN("Tweening not supported yet\n");
3726 }
3727 }
3728
3729 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3730 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3731
3732 switch(val) {
3733 case WINED3DVBF_1WEIGHTS:
3734 case WINED3DVBF_2WEIGHTS:
3735 case WINED3DVBF_3WEIGHTS:
3736 glEnable(GL_VERTEX_BLEND_ARB);
3737 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3738
3739 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3740 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3741 */
3742 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3743
3744 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3745 int i;
3746 for(i = 1; i < GL_LIMITS(blends); i++) {
3747 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3748 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3749 }
3750 }
3751 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3752 }
3753 break;
3754
3755 case WINED3DVBF_DISABLE:
3756 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3757 glDisable(GL_VERTEX_BLEND_ARB);
3758 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3759 break;
3760
3761 case WINED3DVBF_TWEENING:
3762 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3763 * vertex weights in the vertices?
3764 * For now we don't report that as supported, so a warn should suffice
3765 */
3766 WARN("Tweening not supported yet\n");
3767 break;
3768 }
3769 }
3770
3771 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3772 unsigned int k;
3773
3774 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3775 * NOTE: We have to reset the positions even if the light/plane is not currently
3776 * enabled, since the call to enable it will not reset the position.
3777 * NOTE2: Apparently texture transforms do NOT need reapplying
3778 */
3779
3780 PLIGHTINFOEL *light = NULL;
3781
3782 glMatrixMode(GL_MODELVIEW);
3783 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3784 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3785 checkGLcall("glLoadMatrixf(...)");
3786
3787 /* Reset lights. TODO: Call light apply func */
3788 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3789 light = stateblock->activeLights[k];
3790 if(!light) continue;
3791 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3792 checkGLcall("glLightfv posn");
3793 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3794 checkGLcall("glLightfv dirn");
3795 }
3796
3797 /* Reset Clipping Planes */
3798 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3799 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3800 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3801 }
3802 }
3803
3804 if(context->last_was_rhw) {
3805 glLoadIdentity();
3806 checkGLcall("glLoadIdentity()");
3807 /* No need to update the world matrix, the identity is fine */
3808 return;
3809 }
3810
3811 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3812 * No need to do it here if the state is scheduled for update.
3813 */
3814 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3815 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3816 }
3817
3818 /* Avoid looping over a number of matrices if the app never used the functionality */
3819 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3820 for(k = 1; k < GL_LIMITS(blends); k++) {
3821 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3822 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3823 }
3824 }
3825 }
3826 }
3827
3828 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3829 glMatrixMode(GL_PROJECTION);
3830 checkGLcall("glMatrixMode(GL_PROJECTION)");
3831 glLoadIdentity();
3832 checkGLcall("glLoadIdentity");
3833
3834 if(context->last_was_rhw) {
3835 double X, Y, height, width, minZ, maxZ;
3836
3837 X = stateblock->viewport.X;
3838 Y = stateblock->viewport.Y;
3839 height = stateblock->viewport.Height;
3840 width = stateblock->viewport.Width;
3841 minZ = stateblock->viewport.MinZ;
3842 maxZ = stateblock->viewport.MaxZ;
3843
3844 if(!stateblock->wineD3DDevice->untransformed) {
3845 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3846 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3847 * suppress depth clipping. This can be done because it is an orthogonal projection and
3848 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3849 * Persia 3D need this.
3850 *
3851 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3852 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3853 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3854 * to the viewer.
3855 *
3856 * Also note that this breaks z comparison against z values filled in with clear,
3857 * but no app depending on that and disabled clipping has been found yet. Comparing
3858 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3859 * surface removal.
3860 *
3861 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3862 * but this would break Z buffer operation. Raising the range to something less than
3863 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3864 * problem either.
3865 */
3866 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3867 if(stateblock->wineD3DDevice->render_offscreen) {
3868 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3869 } else {
3870 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3871 }
3872 } else {
3873 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3874 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3875 * unmodified to opengl.
3876 *
3877 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3878 * replacement shader.
3879 */
3880 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3881 if(stateblock->wineD3DDevice->render_offscreen) {
3882 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3883 } else {
3884 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3885 }
3886 }
3887 checkGLcall("glOrtho");
3888
3889 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3890 glTranslatef(0.5, 0.5, 0);
3891 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3892 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3893 * render everything upside down when rendering offscreen. */
3894 if (stateblock->wineD3DDevice->render_offscreen) {
3895 glScalef(1.0, -1.0, 1.0);
3896 checkGLcall("glScalef");
3897 }
3898 } else {
3899 /* The rule is that the window coordinate 0 does not correspond to the
3900 beginning of the first pixel, but the center of the first pixel.
3901 As a consequence if you want to correctly draw one line exactly from
3902 the left to the right end of the viewport (with all matrices set to
3903 be identity), the x coords of both ends of the line would be not
3904 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3905 instead.
3906
3907 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3908 divide by the Width/Height, so we need the half range(1.0) to translate by
3909 half a pixel.
3910
3911 The other fun is that d3d's output z range after the transformation is [0;1],
3912 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3913 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3914 of Z buffer precision and the clear values do not match in the z test. Thus scale
3915 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3916 */
3917
3918 /*
3919 * Careful with the order of operations here, we're essentially working backwards:
3920 * x = x + 1/w;
3921 * y = (y - 1/h) * flip;
3922 * z = z * 2 - 1;
3923 *
3924 * Becomes:
3925 * glTranslatef(0.0, 0.0, -1.0);
3926 * glScalef(1.0, 1.0, 2.0);
3927 *
3928 * glScalef(1.0, flip, 1.0);
3929 * glTranslatef(1/w, -1/h, 0.0);
3930 *
3931 * This is equivalent to:
3932 * glTranslatef(1/w, -flip/h, -1.0)
3933 * glScalef(1.0, flip, 2.0);
3934 */
3935
3936 if (stateblock->wineD3DDevice->render_offscreen) {
3937 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3938 * render everything upside down when rendering offscreen. */
3939 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3940 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3941 glScalef(1.0, -1.0, 2.0);
3942 } else {
3943 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3944 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3945 glScalef(1.0, 1.0, 2.0);
3946 }
3947 checkGLcall("glScalef");
3948
3949 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3950 checkGLcall("glLoadMatrixf");
3951 }
3952 }
3953
3954 /* This should match any arrays loaded in loadVertexData.
3955 * stateblock impl is required for GL_SUPPORT
3956 * TODO: Only load / unload arrays if we have to.
3957 */
3958 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3959 glDisableClientState(GL_VERTEX_ARRAY);
3960 glDisableClientState(GL_NORMAL_ARRAY);
3961 glDisableClientState(GL_COLOR_ARRAY);
3962 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3963 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3964 }
3965 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3966 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3967 }
3968 unloadTexCoords(stateblock);
3969 }
3970
3971 /* This should match any arrays loaded in loadNumberedArrays
3972 * TODO: Only load / unload arrays if we have to.
3973 */
3974 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3975 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3976 GLint maxAttribs = 16;
3977 int i;
3978
3979 /* Leave all the attribs disabled */
3980 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3981 /* MESA does not support it right not */
3982 if (glGetError() != GL_NO_ERROR)
3983 maxAttribs = 16;
3984 for (i = 0; i < maxAttribs; ++i) {
3985 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3986 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3987 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3988 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3989 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3990 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3991 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3992 */
3993 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3994 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3995 }
3996 }
3997
3998 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3999 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4000 int i;
4001 UINT *offset = stateblock->streamOffset;
4002 IWineD3DVertexBufferImpl *vb;
4003 DWORD_PTR shift_index;
4004
4005 /* Default to no instancing */
4006 stateblock->wineD3DDevice->instancedDraw = FALSE;
4007
4008 for (i = 0; i < MAX_ATTRIBS; i++) {
4009
4010 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
4011 continue;
4012
4013 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4014 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
4015 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4016 stateblock->wineD3DDevice->instancedDraw = TRUE;
4017 continue;
4018 }
4019
4020 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
4021
4022 if(strided->u.input[i].dwStride) {
4023 if(curVBO != strided->u.input[i].VBO) {
4024 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
4025 checkGLcall("glBindBufferARB");
4026 curVBO = strided->u.input[i].VBO;
4027 }
4028 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4029 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4030 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4031 * vbo we won't be load converted attributes anyway
4032 */
4033 if(curVBO && vb->conv_shift) {
4034 TRACE("Loading attribute from shifted buffer\n");
4035 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
4036 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
4037 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
4038 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
4039 shift_index = shift_index % strided->u.input[i].dwStride;
4040 GL_EXTCALL(glVertexAttribPointerARB(i,
4041 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4042 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4043 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4044 vb->conv_stride,
4045
4046 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
4047 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4048 offset[strided->u.input[i].streamNo]));
4049
4050 } else {
4051 GL_EXTCALL(glVertexAttribPointerARB(i,
4052 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4053 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4054 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4055 strided->u.input[i].dwStride,
4056
4057 strided->u.input[i].lpData +
4058 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4059 offset[strided->u.input[i].streamNo]) );
4060 }
4061 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4062 } else {
4063 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4064 * set up the attribute statically. But we have to figure out the system memory address.
4065 */
4066 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
4067 if(strided->u.input[i].VBO) {
4068 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4069 ptr += (long) vb->resource.allocatedMemory;
4070 }
4071 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4072
4073 switch(strided->u.input[i].dwType) {
4074 case WINED3DDECLTYPE_FLOAT1:
4075 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
4076 break;
4077 case WINED3DDECLTYPE_FLOAT2:
4078 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
4079 break;
4080 case WINED3DDECLTYPE_FLOAT3:
4081 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
4082 break;
4083 case WINED3DDECLTYPE_FLOAT4:
4084 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
4085 break;
4086
4087 case WINED3DDECLTYPE_UBYTE4:
4088 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4089 break;
4090 case WINED3DDECLTYPE_UBYTE4N:
4091 case WINED3DDECLTYPE_D3DCOLOR:
4092 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4093 break;
4094
4095 case WINED3DDECLTYPE_SHORT2:
4096 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4097 break;
4098 case WINED3DDECLTYPE_SHORT4:
4099 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4100 break;
4101
4102 case WINED3DDECLTYPE_SHORT2N:
4103 {
4104 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
4105 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4106 break;
4107 }
4108 case WINED3DDECLTYPE_USHORT2N:
4109 {
4110 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
4111 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4112 break;
4113 }
4114 case WINED3DDECLTYPE_SHORT4N:
4115 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
4116 break;
4117 case WINED3DDECLTYPE_USHORT4N:
4118 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
4119 break;
4120
4121 case WINED3DDECLTYPE_UDEC3:
4122 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4123 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
4124 break;
4125 case WINED3DDECLTYPE_DEC3N:
4126 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4127 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
4128 break;
4129
4130 case WINED3DDECLTYPE_FLOAT16_2:
4131 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4132 * byte float according to the IEEE standard
4133 */
4134 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4135 break;
4136 case WINED3DDECLTYPE_FLOAT16_4:
4137 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4138 break;
4139
4140 case WINED3DDECLTYPE_UNUSED:
4141 default:
4142 ERR("Unexpected declaration in stride 0 attributes\n");
4143 break;
4144
4145 }
4146 }
4147 }
4148 checkGLcall("Loading numbered arrays");
4149 }
4150
4151 /* Used from 2 different functions, and too big to justify making it inlined */
4152 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
4153 UINT *offset = stateblock->streamOffset;
4154 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4155
4156 TRACE("Using fast vertex array code\n");
4157
4158 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4159 stateblock->wineD3DDevice->instancedDraw = FALSE;
4160
4161 /* Blend Data ---------------------------------------------- */
4162 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4163 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4164
4165 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4166 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4167 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4168
4169 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4170 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4171
4172 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4173
4174 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4175 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4176 sd->u.s.blendWeights.dwStride,
4177 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4178
4179 if(curVBO != sd->u.s.blendWeights.VBO) {
4180 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4181 checkGLcall("glBindBufferARB");
4182 curVBO = sd->u.s.blendWeights.VBO;
4183 }
4184
4185 GL_EXTCALL(glWeightPointerARB)(
4186 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4187 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4188 sd->u.s.blendWeights.dwStride,
4189 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4190
4191 checkGLcall("glWeightPointerARB");
4192
4193 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4194 static BOOL showfixme = TRUE;
4195 if(showfixme){
4196 FIXME("blendMatrixIndices support\n");
4197 showfixme = FALSE;
4198 }
4199 }
4200 } else {
4201 /* TODO: support blends in drawStridedSlow
4202 * No need to write a FIXME here, this is done after the general vertex decl decoding
4203 */
4204 WARN("unsupported blending in openGl\n");
4205 }
4206 } else {
4207 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4208 static const GLbyte one = 1;
4209 GL_EXTCALL(glWeightbvARB(1, &one));
4210 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4211 }
4212 }
4213
4214 /* Point Size ----------------------------------------------*/
4215 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4216
4217 /* no such functionality in the fixed function GL pipeline */
4218 TRACE("Cannot change ptSize here in openGl\n");
4219 /* TODO: Implement this function in using shaders if they are available */
4220
4221 }
4222
4223 /* Vertex Pointers -----------------------------------------*/
4224 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4225 /* Note dwType == float3 or float4 == 2 or 3 */
4226 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4227 sd->u.s.position.dwStride,
4228 sd->u.s.position.dwType + 1,
4229 sd->u.s.position.lpData));
4230
4231 if(curVBO != sd->u.s.position.VBO) {
4232 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4233 checkGLcall("glBindBufferARB");
4234 curVBO = sd->u.s.position.VBO;
4235 }
4236
4237 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4238 handling for rhw mode should not impact screen position whereas in GL it does.
4239 This may result in very slightly distorted textures in rhw mode.
4240 There's always the other option of fixing the view matrix to
4241 prevent w from having any effect.
4242
4243 This only applies to user pointer sources, in VBOs the vertices are fixed up
4244 */
4245 if(sd->u.s.position.VBO == 0) {
4246 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4247 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4248 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4249 } else {
4250 glVertexPointer(
4251 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4252 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4253 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4254 }
4255 checkGLcall("glVertexPointer(...)");
4256 glEnableClientState(GL_VERTEX_ARRAY);
4257 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4258 }
4259
4260 /* Normals -------------------------------------------------*/
4261 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4262 /* Note dwType == float3 or float4 == 2 or 3 */
4263 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4264 sd->u.s.normal.dwStride,
4265 sd->u.s.normal.lpData));
4266 if(curVBO != sd->u.s.normal.VBO) {
4267 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4268 checkGLcall("glBindBufferARB");
4269 curVBO = sd->u.s.normal.VBO;
4270 }
4271 glNormalPointer(
4272 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4273 sd->u.s.normal.dwStride,
4274 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4275 checkGLcall("glNormalPointer(...)");
4276 glEnableClientState(GL_NORMAL_ARRAY);
4277 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4278
4279 } else {
4280 glNormal3f(0, 0, 0);
4281 checkGLcall("glNormal3f(0, 0, 0)");
4282 }
4283
4284 /* Diffuse Colour --------------------------------------------*/
4285 /* WARNING: Data here MUST be in RGBA format, so cannot */
4286 /* go directly into fast mode from app pgm, because */
4287 /* directx requires data in BGRA format. */
4288 /* currently fixupVertices swizzles the format, but this isn't*/
4289 /* very practical when using VBOs */
4290 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4291 /* , or the user doesn't care and wants the speed advantage */
4292
4293 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4294 /* Note dwType == float3 or float4 == 2 or 3 */
4295 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4296 sd->u.s.diffuse.dwStride,
4297 sd->u.s.diffuse.lpData));
4298
4299 if(curVBO != sd->u.s.diffuse.VBO) {
4300 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4301 checkGLcall("glBindBufferARB");
4302 curVBO = sd->u.s.diffuse.VBO;
4303 }
4304
4305 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4306 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4307 sd->u.s.diffuse.dwStride,
4308 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4309 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4310 glEnableClientState(GL_COLOR_ARRAY);
4311 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4312
4313 } else {
4314 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4315 checkGLcall("glColor4f(1, 1, 1, 1)");
4316 }
4317
4318 /* Specular Colour ------------------------------------------*/
4319 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4320 TRACE("setting specular colour\n");
4321 /* Note dwType == float3 or float4 == 2 or 3 */
4322 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4323 sd->u.s.specular.dwStride,
4324 sd->u.s.specular.lpData));
4325 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4326 if(curVBO != sd->u.s.specular.VBO) {
4327 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4328 checkGLcall("glBindBufferARB");
4329 curVBO = sd->u.s.specular.VBO;
4330 }
4331 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4332 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4333 sd->u.s.specular.dwStride,
4334 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4335 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4336 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4337 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4338 } else {
4339
4340 /* Missing specular color is not critical, no warnings */
4341 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4342 }
4343
4344 } else {
4345 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4346 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4347 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4348 } else {
4349
4350 /* Missing specular color is not critical, no warnings */
4351 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4352 }
4353 }
4354
4355 /* Texture coords -------------------------------------------*/
4356 loadTexCoords(stateblock, sd, &curVBO);
4357 }
4358
4359 static inline void drawPrimitiveTraceDataLocations(
4360 WineDirect3DVertexStridedData *dataLocations) {
4361
4362 /* Dump out what parts we have supplied */
4363 TRACE("Strided Data:\n");
4364 TRACE_STRIDED((dataLocations), position);
4365 TRACE_STRIDED((dataLocations), blendWeights);
4366 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4367 TRACE_STRIDED((dataLocations), normal);
4368 TRACE_STRIDED((dataLocations), pSize);
4369 TRACE_STRIDED((dataLocations), diffuse);
4370 TRACE_STRIDED((dataLocations), specular);
4371 TRACE_STRIDED((dataLocations), texCoords[0]);
4372 TRACE_STRIDED((dataLocations), texCoords[1]);
4373 TRACE_STRIDED((dataLocations), texCoords[2]);
4374 TRACE_STRIDED((dataLocations), texCoords[3]);
4375 TRACE_STRIDED((dataLocations), texCoords[4]);
4376 TRACE_STRIDED((dataLocations), texCoords[5]);
4377 TRACE_STRIDED((dataLocations), texCoords[6]);
4378 TRACE_STRIDED((dataLocations), texCoords[7]);
4379 TRACE_STRIDED((dataLocations), position2);
4380 TRACE_STRIDED((dataLocations), normal2);
4381 TRACE_STRIDED((dataLocations), tangent);
4382 TRACE_STRIDED((dataLocations), binormal);
4383 TRACE_STRIDED((dataLocations), tessFactor);
4384 TRACE_STRIDED((dataLocations), fog);
4385 TRACE_STRIDED((dataLocations), depth);
4386 TRACE_STRIDED((dataLocations), sample);
4387
4388 return;
4389 }
4390
4391 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4392 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4393 BOOL fixup = FALSE;
4394 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4395 BOOL useVertexShaderFunction;
4396
4397 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
4398 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
4399 useVertexShaderFunction = TRUE;
4400 } else {
4401 useVertexShaderFunction = FALSE;
4402 }
4403
4404
4405 if(device->up_strided) {
4406 /* Note: this is a ddraw fixed-function code path */
4407 TRACE("================ Strided Input ===================\n");
4408 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4409
4410 if(TRACE_ON(d3d)) {
4411 drawPrimitiveTraceDataLocations(dataLocations);
4412 }
4413 } else {
4414 /* Note: This is a fixed function or shader codepath.
4415 * This means it must handle both types of strided data.
4416 * Shaders must go through here to zero the strided data, even if they
4417 * don't set any declaration at all
4418 */
4419 TRACE("================ Vertex Declaration ===================\n");
4420 memset(dataLocations, 0, sizeof(*dataLocations));
4421 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4422 useVertexShaderFunction, dataLocations, &fixup);
4423 }
4424
4425 if (dataLocations->u.s.position_transformed) {
4426 useVertexShaderFunction = FALSE;
4427 }
4428
4429 /* Unload the old arrays before loading the new ones to get old junk out */
4430 if(context->numberedArraysLoaded) {
4431 unloadNumberedArrays(stateblock);
4432 context->numberedArraysLoaded = FALSE;
4433 }
4434 if(context->namedArraysLoaded) {
4435 unloadVertexData(stateblock);
4436 context->namedArraysLoaded = FALSE;
4437 }
4438
4439 if(useVertexShaderFunction) {
4440 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4441 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4442 device->useDrawStridedSlow = TRUE;
4443 context->numberedArraysLoaded = FALSE;
4444 } else {
4445 TRACE("Loading numbered arrays\n");
4446 loadNumberedArrays(stateblock, dataLocations);
4447 device->useDrawStridedSlow = FALSE;
4448 context->numberedArraysLoaded = TRUE;
4449 }
4450 } else if (fixup ||
4451 (dataLocations->u.s.pSize.lpData == NULL &&
4452 dataLocations->u.s.diffuse.lpData == NULL &&
4453 dataLocations->u.s.specular.lpData == NULL)) {
4454 /* Load the vertex data using named arrays */
4455 TRACE("Loading vertex data\n");
4456 loadVertexData(stateblock, dataLocations);
4457 device->useDrawStridedSlow = FALSE;
4458 context->namedArraysLoaded = TRUE;
4459 } else {
4460 TRACE("Not loading vertex data\n");
4461 device->useDrawStridedSlow = TRUE;
4462 }
4463
4464 /* Generate some fixme's if unsupported functionality is being used */
4465 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4466 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4467 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4468 FIXME("Tweening is only valid with vertex shaders\n");
4469 }
4470 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4471 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4472 }
4473 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4474 FIXME("Extended attributes are only valid with vertex shaders\n");
4475 }
4476 #undef BUFFER_OR_DATA
4477 }
4478
4479 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4480 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
4481 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
4482 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
4483 BOOL transformed;
4484 /* Some stuff is in the device until we have per context tracking */
4485 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4486 BOOL wasrhw = context->last_was_rhw;
4487
4488 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
4489 * here simply check whether a shader was set, or the user disabled shaders
4490 */
4491 if (use_vs(device)) {
4492 useVertexShaderFunction = TRUE;
4493
4494 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4495 updateFog = TRUE;
4496 }
4497 } else if(context->last_was_foggy_shader) {
4498 updateFog = TRUE;
4499 }
4500
4501 transformed = device->strided_streams.u.s.position_transformed;
4502 if (transformed) useVertexShaderFunction = FALSE;
4503
4504 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4505 updateFog = TRUE;
4506 }
4507
4508 /* Reapply lighting if it is not scheduled for reapplication already */
4509 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4510 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4511 }
4512
4513 if (transformed) {
4514 context->last_was_rhw = TRUE;
4515 } else {
4516
4517 /* Untransformed, so relies on the view and projection matrices */
4518 context->last_was_rhw = FALSE;
4519 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4520 device->untransformed = TRUE;
4521
4522 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4523 * Not needed as long as only hw shaders are supported
4524 */
4525
4526 /* This sets the shader output position correction constants.
4527 * TODO: Move to the viewport state
4528 */
4529 if (useVertexShaderFunction) {
4530 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4531 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4532 }
4533 }
4534
4535 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4536 * off this function will be called again anyway to make sure they're properly set
4537 */
4538 if(!useVertexShaderFunction) {
4539 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4540 * or transformed / untransformed was switched
4541 */
4542 if(wasrhw != context->last_was_rhw &&
4543 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4544 !isStateDirty(context, STATE_VIEWPORT)) {
4545 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4546 }
4547 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4548 * mode.
4549 *
4550 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4551 * this check will fail and the matrix not applied again. This is OK because a simple
4552 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4553 * needs of the vertex declaration.
4554 *
4555 * World and view matrix go into the same gl matrix, so only apply them when neither is
4556 * dirty
4557 */
4558 if(transformed != wasrhw &&
4559 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4560 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4561 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4562 }
4563
4564 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4565 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4566 }
4567
4568 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4569 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4570 }
4571 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4572 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4573 }
4574 } else {
4575 /* We compile the shader here because we need the vertex declaration
4576 * in order to determine if we need to do any swizzling for D3DCOLOR
4577 * registers. If the shader is already compiled this call will do nothing. */
4578 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
4579
4580 if(!context->last_was_vshader) {
4581 int i;
4582 static BOOL warned = FALSE;
4583 /* Disable all clip planes to get defined results on all drivers. See comment in the
4584 * state_clipping state handler
4585 */
4586 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4587 glDisable(GL_CLIP_PLANE0 + i);
4588 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4589 }
4590
4591 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4592 FIXME("Clipping not supported with vertex shaders\n");
4593 warned = TRUE;
4594 }
4595 if(wasrhw) {
4596 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4597 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4598 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4599 * fixed function vertex processing states back in a sane state before switching to shaders
4600 */
4601 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4602 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4603 }
4604 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4605 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4606 }
4607 }
4608 }
4609 }
4610
4611 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4612 * application
4613 */
4614 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4615 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4616
4617 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4618 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4619 }
4620 }
4621
4622 context->last_was_vshader = useVertexShaderFunction;
4623
4624 if(updateFog) {
4625 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4626 }
4627 if(!useVertexShaderFunction) {
4628 int i;
4629 for(i = 0; i < MAX_TEXTURES; i++) {
4630 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4631 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4632 }
4633 }
4634 }
4635 }
4636
4637 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4638 UINT width, height;
4639 IWineD3DSurfaceImpl *target;
4640
4641 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4642 checkGLcall("glDepthRange");
4643 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4644 */
4645 if(stateblock->wineD3DDevice->render_offscreen) {
4646 glViewport(stateblock->viewport.X,
4647 stateblock->viewport.Y,
4648 stateblock->viewport.Width, stateblock->viewport.Height);
4649 } else {
4650 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4651 target->get_drawable_size(target, &width, &height);
4652
4653 glViewport(stateblock->viewport.X,
4654 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4655 stateblock->viewport.Width, stateblock->viewport.Height);
4656 }
4657
4658 checkGLcall("glViewport");
4659 }
4660
4661 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4662 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4663 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4664 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4665 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4666 }
4667 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4668 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4669 }
4670 }
4671
4672 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4673 UINT Index = state - STATE_ACTIVELIGHT(0);
4674 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4675
4676 if(!lightInfo) {
4677 glDisable(GL_LIGHT0 + Index);
4678 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4679 } else {
4680 float quad_att;
4681 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4682
4683 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4684 glMatrixMode(GL_MODELVIEW);
4685 glPushMatrix();
4686 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4687
4688 /* Diffuse: */
4689 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4690 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4691 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4692 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4693 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4694 checkGLcall("glLightfv");
4695
4696 /* Specular */
4697 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4698 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4699 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4700 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4701 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4702 checkGLcall("glLightfv");
4703
4704 /* Ambient */
4705 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4706 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4707 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4708 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4709 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4710 checkGLcall("glLightfv");
4711
4712 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4713 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4714 } else {
4715 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4716 }
4717
4718 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4719 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4720 * Attenuation0 to NaN and crashes in the gl lib
4721 */
4722
4723 switch (lightInfo->OriginalParms.Type) {
4724 case WINED3DLIGHT_POINT:
4725 /* Position */
4726 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4727 checkGLcall("glLightfv");
4728 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4729 checkGLcall("glLightf");
4730 /* Attenuation - Are these right? guessing... */
4731 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4732 checkGLcall("glLightf");
4733 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4734 checkGLcall("glLightf");
4735 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4736 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4737 checkGLcall("glLightf");
4738 /* FIXME: Range */
4739 break;
4740
4741 case WINED3DLIGHT_SPOT:
4742 /* Position */
4743 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4744 checkGLcall("glLightfv");
4745 /* Direction */
4746 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4747 checkGLcall("glLightfv");
4748 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4749 checkGLcall("glLightf");
4750 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4751 checkGLcall("glLightf");
4752 /* Attenuation - Are these right? guessing... */
4753 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4754 checkGLcall("glLightf");
4755 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4756 checkGLcall("glLightf");
4757 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4758 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4759 checkGLcall("glLightf");
4760 /* FIXME: Range */
4761 break;
4762
4763 case WINED3DLIGHT_DIRECTIONAL:
4764 /* Direction */
4765 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4766 checkGLcall("glLightfv");
4767 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4768 checkGLcall("glLightf");
4769 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4770 checkGLcall("glLightf");
4771 break;
4772
4773 default:
4774 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4775 }
4776
4777 /* Restore the modelview matrix */
4778 glPopMatrix();
4779
4780 glEnable(GL_LIGHT0 + Index);
4781 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4782 }
4783
4784 return;
4785 }
4786
4787 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4788 RECT *pRect = &stateblock->scissorRect;
4789 UINT height;
4790 UINT width;
4791 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4792
4793 target->get_drawable_size(target, &width, &height);
4794 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4795 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4796 */
4797 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4798 pRect->right - pRect->left, pRect->bottom - pRect->top);
4799
4800 if (stateblock->wineD3DDevice->render_offscreen) {
4801 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4802 } else {
4803 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4804 }
4805 checkGLcall("glScissor");
4806 }
4807
4808 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4809 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4810 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4811 } else {
4812 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4813 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4814 }
4815 }
4816
4817 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4818 if(stateblock->wineD3DDevice->render_offscreen) {
4819 glFrontFace(GL_CCW);
4820 checkGLcall("glFrontFace(GL_CCW)");
4821 } else {
4822 glFrontFace(GL_CW);
4823 checkGLcall("glFrontFace(GL_CW)");
4824 }
4825 }
4826
4827 const struct StateEntryTemplate misc_state_template[] = {
4828 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4829 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4830 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4831 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4832 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4833 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4834 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4835 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4836 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4837 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4838 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4839 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4840 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4841 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4842 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4843 * vshader loadings are untied from each other
4844 */
4845 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4846 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4847 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4848 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4849 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4850 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4851 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4852 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4853 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4854 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4855 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4856 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4857 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4858 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4859 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4860 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4861 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4862 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4863 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4864 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4865 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4866 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4867 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4868 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4869 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4870 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4871 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4872 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4873 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4874 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4875 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4876 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4877 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4878 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4879 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4880 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4881 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4882 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4883 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4884 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4885 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4886 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4887 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4888 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4889 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4890 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4891 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4892 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4893 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4894 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4895
4896 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4897 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4898 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4899 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4900 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4901 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4902 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4903 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4904 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4905 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4906 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4907 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4908 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4909 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4910 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4911 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4912 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4913 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4914 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4915 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4916 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4917 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4918 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4919 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4920 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4921 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4922 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4923 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4924 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4925 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4926 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4927 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4928 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4929 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4930 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4931 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4932 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4933 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4934 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4935 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4936 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4937 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4938 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4939 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4940 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4941 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4942 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4943 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4944 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4945 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4946 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4947 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4948 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4949 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4950 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4951 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4952 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4953 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4954 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4955 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4956 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4957 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4958 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4959 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4960 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4961 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4962 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4963 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4964 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4965 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4966 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4967 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4968 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4969 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4970 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4971 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4972 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4973 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4974 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4975 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4976 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4977 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4978 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4979 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4980 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4981 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4982 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4983 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4984 /* Samplers */
4985 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4986 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4987 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4988 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4989 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4990 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4991 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4992 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4993 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4994 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4995 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4996 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4997 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4998 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4999 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
5000 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
5001 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
5002 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
5003 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
5004 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
5005 {0 /* Terminate */, { 0, 0 }, 0 },
5006 };
5007
5008 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5009 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
5010 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
5011 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
5012 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
5013 /* Clip planes */
5014 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
5015 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
5016 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
5017 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
5018 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
5019 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
5020 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
5021 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
5022 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
5023 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
5024 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
5025 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
5026 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
5027 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
5028 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
5029 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
5030 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
5031 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
5032 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
5033 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
5034 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
5035 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
5036 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
5037 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
5038 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
5039 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
5040 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
5041 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
5042 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
5043 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
5044 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
5045 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
5046 /* Lights */
5047 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
5048 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
5049 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
5050 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
5051 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
5052 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
5053 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
5054 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
5055 /* Viewport */
5056 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
5057 /* Transform states follow */
5058 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
5059 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
5060 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5061 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5062 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5063 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5064 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5065 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5066 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5067 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5068 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
5069 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
5070 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
5071 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
5072 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
5073 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
5074 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
5075 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
5076 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
5077 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
5078 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
5079 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
5080 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
5081 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
5082 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
5083 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
5084 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
5085 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
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5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, 0 },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, 0 },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, 0 },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, 0 },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, 0 },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, 0 },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, 0 },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, 0 },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, 0 },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, 0 },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, 0 },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, 0 },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, 0 },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, 0 },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, 0 },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, 0 },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, 0 },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, 0 },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, 0 },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5324 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5325 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5326 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5327 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5328 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5329 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5330 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5331 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5332 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5333 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5334 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5335 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5336 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5337 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5338 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5339 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5340 /* Fog */
5341 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5342 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5343 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5344 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5345 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5346 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5347 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5348 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5349 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5350 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5351 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5352 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5353 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5354 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5355 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5356 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5357 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5358 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5359 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5360 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5361 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5362 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5363 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5364 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5365 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5366 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5367 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5368 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5369 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5370 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5371 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5372 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5373 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_arb }, ARB_POINT_PARAMETERS },
5374 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_ext }, EXT_POINT_PARAMETERS },
5375 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_w }, 0 },
5376 /* pixel shaders need a different fog input */
5377 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
5378 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5379 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5380 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5381 */
5382 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5383 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5384 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5385 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5386 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5387 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5388 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5389 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5390 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5391 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5392 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5393 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5394 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5395 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5396 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5397 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5398 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5399 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5400 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5401 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5402 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5403 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5404 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5405 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5406 {0 /* Terminate */, { 0, 0 }, 0 },
5407 };
5408
5409 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5410 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5411 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5412 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5413 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5414 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5415 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5416 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5417 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5418 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5419 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5420 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5421 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5422 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5423 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5424 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5425 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5426 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5427 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5428 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5429 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5430 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5431 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5432 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5433 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5434 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5435 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5436 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5437 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5438 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5439 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5440 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5441 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5442 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5443 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5444 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5445 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5446 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5447 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5448 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5449 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5450 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5451 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5452 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5453 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5454 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5455 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5456 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5457 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5458 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5459 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5460 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5461 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5462 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5463 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5464 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5465 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5466 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5467 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5468 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5469 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5470 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5471 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5472 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5473 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5474 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5475 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5476 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5477 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5478 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5479 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5480 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5481 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5482 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5483 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5484 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5485 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5486 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5487 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5488 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5489 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5490 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5491 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5492 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5493 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5494 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5495 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5496 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5497 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5498 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5499 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5500 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5501 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5502 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5503 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5504 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5505 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5506 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5507 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5508 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5509 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5510 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5511 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5512 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5513 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5514 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5515 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5516 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5517 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5518 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5519 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5520 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5522 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5523 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5524 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5525 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5526 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5527 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5528 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5529 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5530 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5531 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5532 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5533 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5534 {0 /* Terminate */, { 0, 0 }, 0 },
5535 };
5536 #undef GLINFO_LOCATION
5537
5538 #define GLINFO_LOCATION (*gl_info)
5539 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5540
5541 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
5542 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5543 WINED3DTEXOPCAPS_ADDSIGNED |
5544 WINED3DTEXOPCAPS_ADDSIGNED2X |
5545 WINED3DTEXOPCAPS_MODULATE |
5546 WINED3DTEXOPCAPS_MODULATE2X |
5547 WINED3DTEXOPCAPS_MODULATE4X |
5548 WINED3DTEXOPCAPS_SELECTARG1 |
5549 WINED3DTEXOPCAPS_SELECTARG2 |
5550 WINED3DTEXOPCAPS_DISABLE;
5551
5552 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5553 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5554 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5555 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5556 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5557 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5558 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5559 WINED3DTEXOPCAPS_LERP |
5560 WINED3DTEXOPCAPS_SUBTRACT;
5561 }
5562 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5563 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5564 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5565 WINED3DTEXOPCAPS_MULTIPLYADD |
5566 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5567 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5568 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5569 }
5570 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5571 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5572
5573 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
5574 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
5575 }
5576
5577 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5578 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5579 }
5580
5581 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5582 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5583 static BOOL ffp_conv_supported(WINED3DFORMAT fmt) {
5584 TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
5585 return FALSE;
5586 }
5587
5588 const struct fragment_pipeline ffp_fragment_pipeline = {
5589 ffp_enable,
5590 ffp_fragment_get_caps,
5591 ffp_fragment_alloc,
5592 ffp_fragment_free,
5593 ffp_conv_supported,
5594 ffp_fragmentstate_template,
5595 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5596 };
5597
5598 static int num_handlers(APPLYSTATEFUNC *funcs) {
5599 unsigned int i;
5600 for(i = 0; funcs[i]; i++);
5601 return i;
5602 }
5603
5604 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5605 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5606 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5607 }
5608
5609 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5610 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5611 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5612 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5613 }
5614
5615 void compile_state_table(struct StateEntry *StateTable,
5616 APPLYSTATEFUNC **dev_multistate_funcs,
5617 WineD3D_GL_Info *gl_info,
5618 const struct StateEntryTemplate *vertex,
5619 const struct fragment_pipeline *fragment,
5620 const struct StateEntryTemplate *misc) {
5621 unsigned int i, type, handlers;
5622 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5623 const struct StateEntryTemplate *cur;
5624 BOOL set[STATE_HIGHEST + 1];
5625
5626 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5627
5628 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5629 StateTable[i].representative = 0;
5630 StateTable[i].apply = state_undefined;
5631 }
5632
5633 for(type = 0; type < 3; type++) {
5634 /* This switch decides the order in which the states are applied */
5635 switch(type) {
5636 case 0: cur = misc; break;
5637 case 1: cur = fragment->states; break;
5638 case 2: cur = vertex; break;
5639 default: cur = NULL; /* Stupid compiler */
5640 }
5641 if(!cur) continue;
5642
5643 /* GL extension filtering should not prevent multiple handlers being applied from different
5644 * pipeline parts
5645 */
5646 memset(set, 0, sizeof(set));
5647
5648 for(i = 0; cur[i].state; i++) {
5649
5650 /* Only use the first matching state with the available extension from one template.
5651 * e.g.
5652 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5653 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5654 *
5655 * if GL_XYZ_fancy is supported, ignore the 2nd line
5656 */
5657 if(set[cur[i].state]) continue;
5658 /* Skip state lines depending on unsupported extensions */
5659 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5660 set[cur[i].state] = TRUE;
5661 /* In some cases having an extension means that nothing has to be
5662 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5663 * supported, the texture coordinate fixup can be ignored. If the
5664 * apply function is used, mark the state set(done above) to prevent
5665 * applying later lines, but do not record anything in the state
5666 * table
5667 */
5668 if(!cur[i].content.apply) continue;
5669
5670 handlers = num_handlers(multistate_funcs[cur[i].state]);
5671 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5672 switch(handlers) {
5673 case 0:
5674 StateTable[cur[i].state].apply = cur[i].content.apply;
5675 break;
5676 case 1:
5677 StateTable[cur[i].state].apply = multistate_apply_2;
5678 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5679 0,
5680 sizeof(**dev_multistate_funcs) * 2);
5681 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5682 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5683 break;
5684 case 2:
5685 StateTable[cur[i].state].apply = multistate_apply_3;
5686 HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5687 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5688 0,
5689 sizeof(**dev_multistate_funcs) * 3);
5690 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5691 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5692 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5693 break;
5694 default:
5695 ERR("Unexpected amount of state handlers for state %u: %u\n",
5696 cur[i].state, handlers + 1);
5697 }
5698
5699 if(StateTable[cur[i].state].representative &&
5700 StateTable[cur[i].state].representative != cur[i].content.representative) {
5701 FIXME("State %u has different representatives in different pipeline parts\n",
5702 cur[i].state);
5703 }
5704 StateTable[cur[i].state].representative = cur[i].content.representative;
5705 }
5706 }
5707 }
5708 #undef GLINFO_LOCATION