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[reactos.git] / reactos / dll / directx / wine / wined3d / state.c
1 /*
2 * Direct3D state management
3 *
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 *
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
17 *
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
22 *
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 /* GL locking for state handlers is done by the caller. */
39
40 static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context);
41
42 static void state_undefined(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
43 {
44 ERR("Undefined state.\n");
45 }
46
47 static void state_nop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
48 {
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
50 }
51
52 static void state_fillmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
53 {
54 WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
55
56 switch(Value) {
57 case WINED3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 break;
61 case WINED3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 break;
65 case WINED3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
68 break;
69 default:
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
71 }
72 }
73
74 static void state_lighting(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
75 {
76 /* Lighting is not enabled if transformed vertices are drawn
77 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79 * vertex declaration applying function calls this function for updating
80 */
81
82 if(isStateDirty(context, STATE_VDECL)) {
83 return;
84 }
85
86 if (stateblock->state.render_states[WINED3DRS_LIGHTING]
87 && !stateblock->device->strided_streams.position_transformed)
88 {
89 glEnable(GL_LIGHTING);
90 checkGLcall("glEnable GL_LIGHTING");
91 } else {
92 glDisable(GL_LIGHTING);
93 checkGLcall("glDisable GL_LIGHTING");
94 }
95 }
96
97 static void state_zenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
98 {
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->fb.depth_stencil)
101 {
102 TRACE("No Z buffer - disabling depth test\n");
103 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104 checkGLcall("glDisable GL_DEPTH_TEST");
105 return;
106 }
107
108 switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
109 {
110 case WINED3DZB_FALSE:
111 glDisable(GL_DEPTH_TEST);
112 checkGLcall("glDisable GL_DEPTH_TEST");
113 break;
114 case WINED3DZB_TRUE:
115 glEnable(GL_DEPTH_TEST);
116 checkGLcall("glEnable GL_DEPTH_TEST");
117 break;
118 case WINED3DZB_USEW:
119 glEnable(GL_DEPTH_TEST);
120 checkGLcall("glEnable GL_DEPTH_TEST");
121 FIXME("W buffer is not well handled\n");
122 break;
123 default:
124 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
125 stateblock->state.render_states[WINED3DRS_ZENABLE]);
126 }
127 }
128
129 static void state_cullmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
130 {
131 /* glFrontFace() is set in context.c at context init and on an
132 * offscreen / onscreen rendering switch. */
133 switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
134 {
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
138 break;
139 case WINED3DCULL_CW:
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
144 break;
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 glCullFace(GL_BACK);
149 checkGLcall("glCullFace(GL_BACK)");
150 break;
151 default:
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
153 stateblock->state.render_states[WINED3DRS_CULLMODE]);
154 }
155 }
156
157 static void state_shademode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
158 {
159 switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
160 {
161 case WINED3DSHADE_FLAT:
162 glShadeModel(GL_FLAT);
163 checkGLcall("glShadeModel(GL_FLAT)");
164 break;
165 case WINED3DSHADE_GOURAUD:
166 glShadeModel(GL_SMOOTH);
167 checkGLcall("glShadeModel(GL_SMOOTH)");
168 break;
169 case WINED3DSHADE_PHONG:
170 FIXME("WINED3DSHADE_PHONG isn't supported\n");
171 break;
172 default:
173 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
174 stateblock->state.render_states[WINED3DRS_SHADEMODE]);
175 }
176 }
177
178 static void state_ditherenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
179 {
180 if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
181 {
182 glEnable(GL_DITHER);
183 checkGLcall("glEnable GL_DITHER");
184 }
185 else
186 {
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
189 }
190 }
191
192 static void state_zwritenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
193 {
194 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
195 * If yes, this has to be merged with ZENABLE and ZFUNC. */
196 if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
197 {
198 glDepthMask(1);
199 checkGLcall("glDepthMask(1)");
200 }
201 else
202 {
203 glDepthMask(0);
204 checkGLcall("glDepthMask(0)");
205 }
206 }
207
208 static void state_zfunc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
209 {
210 GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
211
212 if (!depth_func) return;
213
214 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
215 {
216 static BOOL once;
217 /* There are a few issues with this: First, our inability to
218 * select a proper Z depth, most of the time we're stuck with
219 * D24S8, even if the app selects D32 or D16. There seem to be
220 * some other precision problems which have to be debugged to
221 * make NOTEQUAL and EQUAL work properly. */
222 if (!once)
223 {
224 once = TRUE;
225 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 }
227 }
228
229 glDepthFunc(depth_func);
230 checkGLcall("glDepthFunc");
231 }
232
233 static void state_ambient(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
234 {
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
237
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
241 }
242
243 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
244 {
245 switch (factor)
246 {
247 case WINED3DBLEND_ZERO:
248 return GL_ZERO;
249 case WINED3DBLEND_ONE:
250 return GL_ONE;
251 case WINED3DBLEND_SRCCOLOR:
252 return GL_SRC_COLOR;
253 case WINED3DBLEND_INVSRCCOLOR:
254 return GL_ONE_MINUS_SRC_COLOR;
255 case WINED3DBLEND_SRCALPHA:
256 return GL_SRC_ALPHA;
257 case WINED3DBLEND_INVSRCALPHA:
258 return GL_ONE_MINUS_SRC_ALPHA;
259 case WINED3DBLEND_DESTCOLOR:
260 return GL_DST_COLOR;
261 case WINED3DBLEND_INVDESTCOLOR:
262 return GL_ONE_MINUS_DST_COLOR;
263 /* To compensate for the lack of format switching with backbuffer
264 * offscreen rendering, and with onscreen rendering, we modify the
265 * alpha test parameters for (INV)DESTALPHA if the render target
266 * doesn't support alpha blending. A nonexistent alpha channel
267 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
268 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
269 case WINED3DBLEND_DESTALPHA:
270 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
271 case WINED3DBLEND_INVDESTALPHA:
272 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
273 case WINED3DBLEND_SRCALPHASAT:
274 return GL_SRC_ALPHA_SATURATE;
275 case WINED3DBLEND_BLENDFACTOR:
276 return GL_CONSTANT_COLOR_EXT;
277 case WINED3DBLEND_INVBLENDFACTOR:
278 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
279 default:
280 FIXME("Unhandled blend factor %#x.\n", factor);
281 return GL_NONE;
282 }
283 }
284
285 static void state_blend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
286 {
287 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
288 const struct wined3d_gl_info *gl_info = context->gl_info;
289 GLenum srcBlend, dstBlend;
290 WINED3DBLEND d3d_blend;
291
292 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
293 * blending parameters to work. */
294 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
295 || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
296 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
297 {
298 /* Disable blending in all cases even without pixelshaders.
299 * With blending on we could face a big performance penalty.
300 * The d3d9 visual test confirms the behavior. */
301 if (context->render_offscreen
302 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
303 {
304 glDisable(GL_BLEND);
305 checkGLcall("glDisable GL_BLEND");
306 return;
307 } else {
308 glEnable(GL_BLEND);
309 checkGLcall("glEnable GL_BLEND");
310 }
311 } else {
312 glDisable(GL_BLEND);
313 checkGLcall("glDisable GL_BLEND");
314 /* Nothing more to do - get out */
315 return;
316 };
317
318 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
319 * source blending values which are still valid up to d3d9. They should
320 * not occur as dest blend values. */
321 d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLEND];
322 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
323 {
324 srcBlend = GL_SRC_ALPHA;
325 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
326 }
327 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
328 {
329 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
330 dstBlend = GL_SRC_ALPHA;
331 }
332 else
333 {
334 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
335 dstBlend = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLEND],
336 target->resource.format);
337 }
338
339 if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
340 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
341 {
342 glEnable(GL_LINE_SMOOTH);
343 checkGLcall("glEnable(GL_LINE_SMOOTH)");
344 if(srcBlend != GL_SRC_ALPHA) {
345 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
346 }
347 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
348 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
349 }
350 } else {
351 glDisable(GL_LINE_SMOOTH);
352 checkGLcall("glDisable(GL_LINE_SMOOTH)");
353 }
354
355 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
356 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
357 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
358 }
359
360 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
361 {
362 GLenum srcBlendAlpha, dstBlendAlpha;
363
364 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
365 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
366 {
367 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
368 return;
369 }
370
371 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
372 * source blending values which are still valid up to d3d9. They should
373 * not occur as dest blend values. */
374 d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA];
375 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
376 {
377 srcBlendAlpha = GL_SRC_ALPHA;
378 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
379 }
380 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
381 {
382 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
383 dstBlendAlpha = GL_SRC_ALPHA;
384 }
385 else
386 {
387 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
388 dstBlendAlpha = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA],
389 target->resource.format);
390 }
391
392 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
393 checkGLcall("glBlendFuncSeparateEXT");
394 } else {
395 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
396 glBlendFunc(srcBlend, dstBlend);
397 checkGLcall("glBlendFunc");
398 }
399
400 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
401 so it may need updating */
402 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
403 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
404 }
405
406 static void state_blendfactor_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
407 {
408 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
409 }
410
411 static void state_blendfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
412 {
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 float col[4];
415
416 TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
417 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
418 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
419 checkGLcall("glBlendColor");
420 }
421
422 static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
423 {
424 int glParm = 0;
425 float ref;
426 BOOL enable_ckey = FALSE;
427
428 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
429
430 /* Find out if the texture on the first stage has a ckey set
431 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
432 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
433 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
434 * in case it finds some texture+colorkeyenable combination which needs extra care.
435 */
436 if (stateblock->state.textures[0])
437 {
438 struct wined3d_texture *texture = stateblock->state.textures[0];
439 GLenum texture_dimensions = texture->target;
440
441 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
442 {
443 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
444
445 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
446 {
447 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
448 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
449 * surface has alpha bits */
450 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
451 }
452 }
453 }
454
455 if (enable_ckey || context->last_was_ckey)
456 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
457 context->last_was_ckey = enable_ckey;
458
459 if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
460 || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
461 {
462 glEnable(GL_ALPHA_TEST);
463 checkGLcall("glEnable GL_ALPHA_TEST");
464 } else {
465 glDisable(GL_ALPHA_TEST);
466 checkGLcall("glDisable GL_ALPHA_TEST");
467 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
468 * enable call
469 */
470 return;
471 }
472
473 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
474 {
475 glParm = GL_NOTEQUAL;
476 ref = 0.0f;
477 } else {
478 ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
479 glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
480 }
481 if(glParm) {
482 glAlphaFunc(glParm, ref);
483 checkGLcall("glAlphaFunc");
484 }
485 }
486
487 static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
488 {
489 const struct wined3d_gl_info *gl_info = context->gl_info;
490 const struct wined3d_state *state = &stateblock->state;
491 DWORD enable = 0xFFFFFFFF;
492 DWORD disable = 0x00000000;
493
494 if (!stateblock->device->vs_clipping && use_vs(state))
495 {
496 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
497 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
498 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
499 * of that - don't do anything here and keep them disabled
500 */
501 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
502 {
503 static BOOL warned = FALSE;
504 if(!warned) {
505 FIXME("Clipping not supported with vertex shaders\n");
506 warned = TRUE;
507 }
508 }
509 return;
510 }
511
512 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
513 * of already set values
514 */
515
516 /* If enabling / disabling all
517 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
518 */
519 if (state->render_states[WINED3DRS_CLIPPING])
520 {
521 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
522 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
523 if (gl_info->supported[ARB_DEPTH_CLAMP])
524 {
525 glDisable(GL_DEPTH_CLAMP);
526 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
527 }
528 } else {
529 disable = 0xffffffff;
530 enable = 0x00;
531 if (gl_info->supported[ARB_DEPTH_CLAMP])
532 {
533 glEnable(GL_DEPTH_CLAMP);
534 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
535 }
536 else
537 {
538 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
539 }
540 }
541
542 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
543 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
544 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
545 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
546 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
547 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
548
549 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
550 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
551 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
552 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
553 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
554 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
555
556 /** update clipping status */
557 if (enable)
558 {
559 stateblock->state.clip_status.ClipUnion = 0;
560 stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
561 }
562 else
563 {
564 stateblock->state.clip_status.ClipUnion = 0;
565 stateblock->state.clip_status.ClipIntersection = 0;
566 }
567 }
568
569 static void state_blendop_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
570 {
571 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
572 }
573
574 static GLenum gl_blend_op(WINED3DBLENDOP op)
575 {
576 switch (op)
577 {
578 case WINED3DBLENDOP_ADD:
579 return GL_FUNC_ADD_EXT;
580 case WINED3DBLENDOP_SUBTRACT:
581 return GL_FUNC_SUBTRACT_EXT;
582 case WINED3DBLENDOP_REVSUBTRACT:
583 return GL_FUNC_REVERSE_SUBTRACT_EXT;
584 case WINED3DBLENDOP_MIN:
585 return GL_MIN_EXT;
586 case WINED3DBLENDOP_MAX:
587 return GL_MAX_EXT;
588 default:
589 FIXME("Unhandled blend op %#x.\n", op);
590 return GL_NONE;
591 }
592 }
593
594 static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
595 {
596 const struct wined3d_gl_info *gl_info = context->gl_info;
597 int blendEquation = GL_FUNC_ADD_EXT;
598 int blendEquationAlpha = GL_FUNC_ADD_EXT;
599
600 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
601 if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
602 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
603 {
604 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
605 return;
606 }
607
608 blendEquation = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOP]);
609 blendEquationAlpha = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
610
611 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
612 {
613 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
614 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
615 checkGLcall("glBlendEquationSeparateEXT");
616 } else {
617 TRACE("glBlendEquation(%x)\n", blendEquation);
618 GL_EXTCALL(glBlendEquationEXT(blendEquation));
619 checkGLcall("glBlendEquation");
620 }
621 }
622
623 static void state_specularenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
624 {
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
627 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
628 * specular color. This is wrong:
629 * Separate specular color means the specular colour is maintained separately, whereas
630 * single color means it is merged in. However in both cases they are being used to
631 * some extent.
632 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
633 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
634 * running 1.4 yet!
635 *
636 *
637 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
638 * Instead, we need to setup the FinalCombiner properly.
639 *
640 * The default setup for the FinalCombiner is:
641 *
642 * <variable> <input> <mapping> <usage>
643 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
644 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
645 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
650 *
651 * That's pretty much fine as it is, except for variable B, which needs to take
652 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
653 * whether WINED3DRS_SPECULARENABLE is enabled or not.
654 */
655
656 TRACE("Setting specular enable state and materials\n");
657 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
658 {
659 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
660 checkGLcall("glMaterialfv");
661
662 if (stateblock->state.material.Power > gl_info->limits.shininess)
663 {
664 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
665 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
666 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
667 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
668 * them, it should be safe to do so without major visual distortions.
669 */
670 WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
671 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
672 }
673 else
674 {
675 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
676 }
677 checkGLcall("glMaterialf(GL_SHININESS)");
678
679 if (gl_info->supported[EXT_SECONDARY_COLOR])
680 {
681 glEnable(GL_COLOR_SUM_EXT);
682 }
683 else
684 {
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
686 }
687 checkGLcall("glEnable(GL_COLOR_SUM)");
688
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
690 {
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
693 }
694 } else {
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
696
697 /* for the case of enabled lighting: */
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
700
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
703 {
704 glDisable(GL_COLOR_SUM_EXT);
705 }
706 else
707 {
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
709 }
710 checkGLcall("glDisable(GL_COLOR_SUM)");
711
712 if (gl_info->supported[NV_REGISTER_COMBINERS])
713 {
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
715 checkGLcall("glFinalCombinerInputNV()");
716 }
717 }
718
719 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
720 stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
721 stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
722 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
723 stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
724 stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
725 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
726 stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
727 stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
728 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
729 stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
730 stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
731
732 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
733 checkGLcall("glMaterialfv(GL_AMBIENT)");
734 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
735 checkGLcall("glMaterialfv(GL_DIFFUSE)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
737 checkGLcall("glMaterialfv(GL_EMISSION)");
738 }
739
740 static void state_texfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
741 {
742 const struct wined3d_gl_info *gl_info = context->gl_info;
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->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
750
751 /* And now the default texture color as well */
752 for (i = 0; i < gl_info->limits.texture_stages; ++i)
753 {
754 /* Note the WINED3DRS value applies to all textures, but GL has one
755 * per texture, so apply it now ready to be used!
756 */
757 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
758 checkGLcall("glActiveTextureARB");
759
760 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
761 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
762 }
763 }
764
765 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
766 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
767 {
768 const struct wined3d_gl_info *gl_info = context->gl_info;
769
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 state_stencil(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
781 {
782 const struct wined3d_gl_info *gl_info = context->gl_info;
783 DWORD onesided_enable = FALSE;
784 DWORD twosided_enable = FALSE;
785 GLint func = GL_ALWAYS;
786 GLint func_ccw = GL_ALWAYS;
787 GLint ref = 0;
788 GLuint mask = 0;
789 GLint stencilFail = GL_KEEP;
790 GLint depthFail = GL_KEEP;
791 GLint stencilPass = GL_KEEP;
792 GLint stencilFail_ccw = GL_KEEP;
793 GLint depthFail_ccw = GL_KEEP;
794 GLint stencilPass_ccw = GL_KEEP;
795
796 /* No stencil test without a stencil buffer. */
797 if (!stateblock->device->fb.depth_stencil)
798 {
799 glDisable(GL_STENCIL_TEST);
800 checkGLcall("glDisable GL_STENCIL_TEST");
801 return;
802 }
803
804 onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
805 twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
806 if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
807 func = GL_ALWAYS;
808 if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
809 func_ccw = GL_ALWAYS;
810 ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
811 mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
812 stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
813 depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
814 stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
815 stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
816 depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
817 stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
818
819 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
820 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
821 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
822 onesided_enable, twosided_enable, ref, mask,
823 func, stencilFail, depthFail, stencilPass,
824 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
825
826 if (twosided_enable && onesided_enable) {
827 glEnable(GL_STENCIL_TEST);
828 checkGLcall("glEnable GL_STENCIL_TEST");
829
830 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
831 {
832 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
833 * which has an effect on the code below too. If we apply the front face
834 * afterwards, we are sure that the active stencil face is set to front,
835 * and other stencil functions which do not use two sided stencil do not have
836 * to set it back
837 */
838 renderstate_stencil_twosided(context, GL_BACK,
839 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
840 renderstate_stencil_twosided(context, GL_FRONT,
841 func, ref, mask, stencilFail, depthFail, stencilPass);
842 }
843 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
844 {
845 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
846 checkGLcall("glStencilFuncSeparateATI(...)");
847 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
848 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
849 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
850 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
851 } else {
852 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
853 }
854 }
855 else if(onesided_enable)
856 {
857 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
858 {
859 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
860 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
861 }
862
863 /* This code disables the ATI extension as well, since the standard stencil functions are equal
864 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
865 */
866 glEnable(GL_STENCIL_TEST);
867 checkGLcall("glEnable GL_STENCIL_TEST");
868 glStencilFunc(func, ref, mask);
869 checkGLcall("glStencilFunc(...)");
870 glStencilOp(stencilFail, depthFail, stencilPass);
871 checkGLcall("glStencilOp(...)");
872 } else {
873 glDisable(GL_STENCIL_TEST);
874 checkGLcall("glDisable GL_STENCIL_TEST");
875 }
876 }
877
878 static void state_stencilwrite2s(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
879 {
880 DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
881 const struct wined3d_gl_info *gl_info = context->gl_info;
882
883 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
884 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
885 glStencilMask(mask);
886 checkGLcall("glStencilMask");
887 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
888 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
889 glStencilMask(mask);
890 }
891
892 static void state_stencilwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
893 {
894 DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
895
896 glStencilMask(mask);
897 checkGLcall("glStencilMask");
898 }
899
900 static void state_fog_vertexpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
901 {
902
903 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
904
905 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
906
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
909 {
910 glHint(GL_FOG_HINT, GL_NICEST);
911 if(context->fog_coord) {
912 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
913 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
914 context->fog_coord = FALSE;
915 }
916 return;
917 }
918
919 /* Otherwise use per-vertex fog in any case */
920 glHint(GL_FOG_HINT, GL_FASTEST);
921
922 if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
923 {
924 /* No fog at all, or transformed vertices: Use fog coord */
925 if(!context->fog_coord) {
926 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
927 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
928 context->fog_coord = TRUE;
929 }
930 } else {
931 /* Otherwise, use the fragment depth */
932 if(context->fog_coord) {
933 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
934 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
935 context->fog_coord = FALSE;
936 }
937 }
938 }
939
940 void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
941 {
942 float fogstart, fogend;
943 union {
944 DWORD d;
945 float f;
946 } tmpvalue;
947
948 switch(context->fog_source) {
949 case FOGSOURCE_VS:
950 fogstart = 1.0f;
951 fogend = 0.0f;
952 break;
953
954 case FOGSOURCE_COORD:
955 fogstart = 255.0f;
956 fogend = 0.0f;
957 break;
958
959 case FOGSOURCE_FFP:
960 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
961 fogstart = tmpvalue.f;
962 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
963 fogend = tmpvalue.f;
964 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
965 if(fogstart == fogend) {
966 fogstart = -1.0f / 0.0f;
967 fogend = 0.0f;
968 }
969 break;
970
971 default:
972 /* This should not happen.context->fog_source is set in wined3d, not the app.
973 * Still this is needed to make the compiler happy
974 */
975 ERR("Unexpected fog coordinate source\n");
976 fogstart = 0.0f;
977 fogend = 0.0f;
978 }
979
980 glFogf(GL_FOG_START, fogstart);
981 checkGLcall("glFogf(GL_FOG_START, fogstart)");
982 TRACE("Fog Start == %f\n", fogstart);
983
984 glFogf(GL_FOG_END, fogend);
985 checkGLcall("glFogf(GL_FOG_END, fogend)");
986 TRACE("Fog End == %f\n", fogend);
987 }
988
989 void state_fog_fragpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
990 {
991 const struct wined3d_state *state = &stateblock->state;
992 enum fogsource new_source;
993
994 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
995
996 if (!state->render_states[WINED3DRS_FOGENABLE])
997 {
998 /* No fog? Disable it, and we're done :-) */
999 glDisableWINE(GL_FOG);
1000 checkGLcall("glDisable GL_FOG");
1001 return;
1002 }
1003
1004 /* Fog Rules:
1005 *
1006 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1007 * It can use the Z value of the vertex, or the alpha component of the specular color.
1008 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1009 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1010 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1011 *
1012 * FOGTABLEMODE != NONE:
1013 * The Z value is used, with the equation specified, no matter what vertex type.
1014 *
1015 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1016 * Per vertex fog is calculated using the specified fog equation and the parameters
1017 *
1018 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1019 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1020 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1021 *
1022 *
1023 * Rules for vertex fog with shaders:
1024 *
1025 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1026 * the fog computation to happen during transformation while openGL expects it to happen
1027 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1028 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1029 * To solve this problem, WineD3D does:
1030 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1031 * shader,
1032 * and 2) disables the fog computation (in either the fixed function or programmable
1033 * rasterizer) if using a vertex program.
1034 *
1035 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1036 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1037 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1038 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1039 * There are some GL differences between specular fog coords and vertex shaders though.
1040 *
1041 * With table fog the vertex shader fog coordinate is ignored.
1042 *
1043 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1044 * without shaders).
1045 */
1046
1047 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1048 * the system will apply only pixel(=table) fog effects."
1049 */
1050 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1051 {
1052 if (use_vs(state))
1053 {
1054 glFogi(GL_FOG_MODE, GL_LINEAR);
1055 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1056 new_source = FOGSOURCE_VS;
1057 }
1058 else
1059 {
1060 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1061 {
1062 /* If processed vertices are used, fall through to the NONE case */
1063 case WINED3DFOG_EXP:
1064 if(!context->last_was_rhw) {
1065 glFogi(GL_FOG_MODE, GL_EXP);
1066 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1067 new_source = FOGSOURCE_FFP;
1068 break;
1069 }
1070 /* drop through */
1071
1072 case WINED3DFOG_EXP2:
1073 if(!context->last_was_rhw) {
1074 glFogi(GL_FOG_MODE, GL_EXP2);
1075 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1076 new_source = FOGSOURCE_FFP;
1077 break;
1078 }
1079 /* drop through */
1080
1081 case WINED3DFOG_LINEAR:
1082 if(!context->last_was_rhw) {
1083 glFogi(GL_FOG_MODE, GL_LINEAR);
1084 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1085 new_source = FOGSOURCE_FFP;
1086 break;
1087 }
1088 /* drop through */
1089
1090 case WINED3DFOG_NONE:
1091 /* Both are none? According to msdn the alpha channel of the specular
1092 * color contains a fog factor. Set it in drawStridedSlow.
1093 * Same happens with Vertexfog on transformed vertices
1094 */
1095 new_source = FOGSOURCE_COORD;
1096 glFogi(GL_FOG_MODE, GL_LINEAR);
1097 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1098 break;
1099
1100 default:
1101 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1102 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1103 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1104 }
1105 }
1106 } else {
1107 new_source = FOGSOURCE_FFP;
1108
1109 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1110 {
1111 case WINED3DFOG_EXP:
1112 glFogi(GL_FOG_MODE, GL_EXP);
1113 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1114 break;
1115
1116 case WINED3DFOG_EXP2:
1117 glFogi(GL_FOG_MODE, GL_EXP2);
1118 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1119 break;
1120
1121 case WINED3DFOG_LINEAR:
1122 glFogi(GL_FOG_MODE, GL_LINEAR);
1123 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1124 break;
1125
1126 case WINED3DFOG_NONE: /* Won't happen */
1127 default:
1128 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1129 state->render_states[WINED3DRS_FOGTABLEMODE]);
1130 }
1131 }
1132
1133 glEnableWINE(GL_FOG);
1134 checkGLcall("glEnable GL_FOG");
1135 if(new_source != context->fog_source) {
1136 context->fog_source = new_source;
1137 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1138 }
1139 }
1140
1141 static void state_rangefog_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1142 {
1143 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1144 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1145 }
1146
1147 static void state_rangefog(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1148 {
1149 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1150 {
1151 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1152 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1153 } else {
1154 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1155 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1156 }
1157 }
1158
1159 void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1160 {
1161 float col[4];
1162 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1163 glFogfv(GL_FOG_COLOR, &col[0]);
1164 checkGLcall("glFog GL_FOG_COLOR");
1165 }
1166
1167 void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1168 {
1169 union {
1170 DWORD d;
1171 float f;
1172 } tmpvalue;
1173 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1174 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1175 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1176 }
1177
1178 static void state_colormat(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1179 {
1180 const struct wined3d_state *state = &stateblock->state;
1181 struct wined3d_device *device = stateblock->device;
1182 GLenum Parm = 0;
1183
1184 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1185 * The vertex declaration will call this function if the fixed function pipeline is used.
1186 */
1187
1188 if(isStateDirty(context, STATE_VDECL)) {
1189 return;
1190 }
1191
1192 context->num_untracked_materials = 0;
1193 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1194 && state->render_states[WINED3DRS_COLORVERTEX])
1195 {
1196 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1197 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1198 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1199 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1200 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1201
1202 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1203 {
1204 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1205 Parm = GL_AMBIENT_AND_DIFFUSE;
1206 else
1207 Parm = GL_DIFFUSE;
1208 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1209 {
1210 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1211 context->num_untracked_materials++;
1212 }
1213 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1214 {
1215 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1216 context->num_untracked_materials++;
1217 }
1218 }
1219 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1220 {
1221 Parm = GL_AMBIENT;
1222 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1223 {
1224 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1225 context->num_untracked_materials++;
1226 }
1227 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1228 {
1229 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1230 context->num_untracked_materials++;
1231 }
1232 }
1233 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1234 {
1235 Parm = GL_EMISSION;
1236 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1237 {
1238 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1239 context->num_untracked_materials++;
1240 }
1241 }
1242 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1243 {
1244 Parm = GL_SPECULAR;
1245 }
1246 }
1247
1248 /* Nothing changed, return. */
1249 if (Parm == context->tracking_parm) return;
1250
1251 if(!Parm) {
1252 glDisable(GL_COLOR_MATERIAL);
1253 checkGLcall("glDisable GL_COLOR_MATERIAL");
1254 } else {
1255 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1256 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1257 glEnable(GL_COLOR_MATERIAL);
1258 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1259 }
1260
1261 /* Apparently calls to glMaterialfv are ignored for properties we're
1262 * tracking with glColorMaterial, so apply those here. */
1263 switch (context->tracking_parm) {
1264 case GL_AMBIENT_AND_DIFFUSE:
1265 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1266 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1267 checkGLcall("glMaterialfv");
1268 break;
1269
1270 case GL_DIFFUSE:
1271 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1272 checkGLcall("glMaterialfv");
1273 break;
1274
1275 case GL_AMBIENT:
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1277 checkGLcall("glMaterialfv");
1278 break;
1279
1280 case GL_EMISSION:
1281 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1282 checkGLcall("glMaterialfv");
1283 break;
1284
1285 case GL_SPECULAR:
1286 /* Only change material color if specular is enabled, otherwise it is set to black */
1287 if (state->render_states[WINED3DRS_SPECULARENABLE])
1288 {
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1290 checkGLcall("glMaterialfv");
1291 } else {
1292 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1294 checkGLcall("glMaterialfv");
1295 }
1296 break;
1297 }
1298
1299 context->tracking_parm = Parm;
1300 }
1301
1302 static void state_linepattern(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1303 {
1304 union {
1305 DWORD d;
1306 WINED3DLINEPATTERN lp;
1307 } tmppattern;
1308 tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1309
1310 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1311
1312 if (tmppattern.lp.wRepeatFactor) {
1313 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1314 checkGLcall("glLineStipple(repeat, linepattern)");
1315 glEnable(GL_LINE_STIPPLE);
1316 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1317 } else {
1318 glDisable(GL_LINE_STIPPLE);
1319 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1320 }
1321 }
1322
1323 static void state_normalize(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1324 {
1325 if(isStateDirty(context, STATE_VDECL)) {
1326 return;
1327 }
1328 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1329 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1330 * by zero and is not properly defined in opengl, so avoid it
1331 */
1332 if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1333 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1334 {
1335 glEnable(GL_NORMALIZE);
1336 checkGLcall("glEnable(GL_NORMALIZE);");
1337 } else {
1338 glDisable(GL_NORMALIZE);
1339 checkGLcall("glDisable(GL_NORMALIZE);");
1340 }
1341 }
1342
1343 static void state_psizemin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1344 {
1345 union {
1346 DWORD d;
1347 float f;
1348 } tmpvalue;
1349
1350 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1351 if (tmpvalue.f != 1.0f)
1352 {
1353 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1354 }
1355 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1356 if (tmpvalue.f != 64.0f)
1357 {
1358 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1359 }
1360
1361 }
1362
1363 static void state_psizemin_ext(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1364 {
1365 const struct wined3d_gl_info *gl_info = context->gl_info;
1366 union
1367 {
1368 DWORD d;
1369 float f;
1370 } min, max;
1371
1372 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1373 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1374
1375 /* Max point size trumps min point size */
1376 if(min.f > max.f) {
1377 min.f = max.f;
1378 }
1379
1380 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1381 checkGLcall("glPointParameterfEXT(...)");
1382 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1383 checkGLcall("glPointParameterfEXT(...)");
1384 }
1385
1386 static void state_psizemin_arb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1387 {
1388 const struct wined3d_gl_info *gl_info = context->gl_info;
1389 union
1390 {
1391 DWORD d;
1392 float f;
1393 } min, max;
1394
1395 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1396 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1397
1398 /* Max point size trumps min point size */
1399 if(min.f > max.f) {
1400 min.f = max.f;
1401 }
1402
1403 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1404 checkGLcall("glPointParameterfARB(...)");
1405 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1406 checkGLcall("glPointParameterfARB(...)");
1407 }
1408
1409 static void state_pscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1410 {
1411 const struct wined3d_gl_info *gl_info = context->gl_info;
1412 /* TODO: Group this with the viewport */
1413 /*
1414 * POINTSCALEENABLE controls how point size value is treated. If set to
1415 * true, the point size is scaled with respect to height of viewport.
1416 * When set to false point size is in pixels.
1417 */
1418
1419 /* Default values */
1420 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1421 union {
1422 DWORD d;
1423 float f;
1424 } pointSize, A, B, C;
1425
1426 pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1427 A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1428 B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1429 C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1430
1431 if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1432 {
1433 GLfloat scaleFactor;
1434 DWORD h = stateblock->state.viewport.Height;
1435
1436 if (pointSize.f < gl_info->limits.pointsize_min)
1437 {
1438 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1439 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1440 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1441 * are less than 1.0f. scale_factor = 1.0f / point_size.
1442 */
1443 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1444 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1445 * is 1.0, but then accepts points below that and draws too small points
1446 */
1447 pointSize.f = gl_info->limits.pointsize_min;
1448 }
1449 else if(pointSize.f > gl_info->limits.pointsize_max)
1450 {
1451 /* gl already scales the input to glPointSize,
1452 * d3d scales the result after the point size scale.
1453 * If the point size is bigger than the max size, use the
1454 * scaling to scale it bigger, and set the gl point size to max
1455 */
1456 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1457 TRACE("scale: %f\n", scaleFactor);
1458 pointSize.f = gl_info->limits.pointsize_max;
1459 } else {
1460 scaleFactor = 1.0f;
1461 }
1462 scaleFactor = powf(h * scaleFactor, 2);
1463
1464 att[0] = A.f / scaleFactor;
1465 att[1] = B.f / scaleFactor;
1466 att[2] = C.f / scaleFactor;
1467 }
1468
1469 if (gl_info->supported[ARB_POINT_PARAMETERS])
1470 {
1471 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1472 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1473 }
1474 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1475 {
1476 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1477 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1478 }
1479 else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1480 {
1481 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1482 }
1483
1484 glPointSize(pointSize.f);
1485 checkGLcall("glPointSize(...);");
1486 }
1487
1488 static void state_debug_monitor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1489 {
1490 WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1491 }
1492
1493 static void state_colorwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1494 {
1495 DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1496 DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1497 DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1498 DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1499
1500 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1501 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1502 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1503 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1504 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1505 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1506 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1507 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1508 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1509 checkGLcall("glColorMask(...)");
1510
1511 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1512 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1513 {
1514 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1515 mask0, mask1, mask2, mask3);
1516 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1517 }
1518 }
1519
1520 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1521 {
1522 GL_EXTCALL(glColorMaskIndexedEXT(index,
1523 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1524 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1525 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1526 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1527 }
1528
1529 static void state_colorwrite0(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1530 {
1531 set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1532 }
1533
1534 static void state_colorwrite1(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1535 {
1536 set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1537 }
1538
1539 static void state_colorwrite2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1540 {
1541 set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1542 }
1543
1544 static void state_colorwrite3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1545 {
1546 set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1547 }
1548
1549 static void state_localviewer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1550 {
1551 if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1552 {
1553 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1554 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1555 } else {
1556 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1557 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1558 }
1559 }
1560
1561 static void state_lastpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1562 {
1563 if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1564 {
1565 TRACE("Last Pixel Drawing Enabled\n");
1566 } else {
1567 static BOOL warned;
1568 if (!warned) {
1569 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1570 warned = TRUE;
1571 } else {
1572 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1573 }
1574 }
1575 }
1576
1577 static void state_pointsprite_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1578 {
1579 static BOOL warned;
1580
1581 /* TODO: NV_POINT_SPRITE */
1582 if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1583 {
1584 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1585 FIXME("Point sprites not supported\n");
1586 warned = TRUE;
1587 }
1588 }
1589
1590 static void state_pointsprite(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1591 {
1592 const struct wined3d_gl_info *gl_info = context->gl_info;
1593 const struct wined3d_state *state = &stateblock->state;
1594
1595 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1596 {
1597 static BOOL warned;
1598
1599 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1600 {
1601 if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1602 {
1603 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1604 warned = TRUE;
1605 }
1606 }
1607
1608 glEnable(GL_POINT_SPRITE_ARB);
1609 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1610 } else {
1611 glDisable(GL_POINT_SPRITE_ARB);
1612 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1613 }
1614 }
1615
1616 static void state_wrap(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1617 {
1618 /**
1619 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1620 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1621 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1622 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1623
1624 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1625 */
1626 if (stateblock->state.render_states[WINED3DRS_WRAP0]
1627 || stateblock->state.render_states[WINED3DRS_WRAP1]
1628 || stateblock->state.render_states[WINED3DRS_WRAP2]
1629 || stateblock->state.render_states[WINED3DRS_WRAP3]
1630 || stateblock->state.render_states[WINED3DRS_WRAP4]
1631 || stateblock->state.render_states[WINED3DRS_WRAP5]
1632 || stateblock->state.render_states[WINED3DRS_WRAP6]
1633 || stateblock->state.render_states[WINED3DRS_WRAP7]
1634 || stateblock->state.render_states[WINED3DRS_WRAP8]
1635 || stateblock->state.render_states[WINED3DRS_WRAP9]
1636 || stateblock->state.render_states[WINED3DRS_WRAP10]
1637 || stateblock->state.render_states[WINED3DRS_WRAP11]
1638 || stateblock->state.render_states[WINED3DRS_WRAP12]
1639 || stateblock->state.render_states[WINED3DRS_WRAP13]
1640 || stateblock->state.render_states[WINED3DRS_WRAP14]
1641 || stateblock->state.render_states[WINED3DRS_WRAP15])
1642 {
1643 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1644 }
1645 }
1646
1647 static void state_msaa_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1648 {
1649 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1650 WARN("Multisample antialiasing not supported by gl\n");
1651 }
1652
1653 static void state_msaa(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1654 {
1655 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1656 {
1657 glEnable(GL_MULTISAMPLE_ARB);
1658 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1659 } else {
1660 glDisable(GL_MULTISAMPLE_ARB);
1661 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1662 }
1663 }
1664
1665 static void state_scissor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1666 {
1667 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1668 {
1669 glEnable(GL_SCISSOR_TEST);
1670 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1671 } else {
1672 glDisable(GL_SCISSOR_TEST);
1673 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1674 }
1675 }
1676
1677 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1678 * OpenGL the bias is specified in units of "the smallest value that is
1679 * guaranteed to produce a resolvable offset for a given implementation". To
1680 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1681 * There's no practical way to retrieve that value from a given GL
1682 * implementation, but the D3D application has essentially the same problem,
1683 * which makes a guess of the depth buffer format's highest possible value a
1684 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1685 * depth slope, and doesn't need to be scaled. */
1686 static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1687 {
1688 if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1689 || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1690 {
1691 struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
1692 float scale;
1693
1694 union
1695 {
1696 DWORD d;
1697 float f;
1698 } scale_bias, const_bias;
1699
1700 scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1701 const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1702
1703 glEnable(GL_POLYGON_OFFSET_FILL);
1704 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1705
1706 if (depth)
1707 {
1708 const struct wined3d_format *fmt = depth->resource.format;
1709 scale = powf(2, fmt->depth_size) - 1;
1710 TRACE("Depth format %s, using depthbias scale of %f\n",
1711 debug_d3dformat(fmt->id), scale);
1712 }
1713 else
1714 {
1715 /* The context manager will reapply this state on a depth stencil change */
1716 TRACE("No depth stencil, using depthbias scale of 0.0\n");
1717 scale = 0;
1718 }
1719
1720 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1721 checkGLcall("glPolygonOffset(...)");
1722 } else {
1723 glDisable(GL_POLYGON_OFFSET_FILL);
1724 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1725 }
1726 }
1727
1728 static void state_zvisible(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1729 {
1730 if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1731 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1732 }
1733
1734 static void state_perspective(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1735 {
1736 if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1737 {
1738 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1739 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1740 } else {
1741 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1742 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1743 }
1744 }
1745
1746 static void state_stippledalpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1747 {
1748 if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1749 FIXME(" Stippled Alpha not supported yet.\n");
1750 }
1751
1752 static void state_antialias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1753 {
1754 if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1755 FIXME("Antialias not supported yet.\n");
1756 }
1757
1758 static void state_multisampmask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1759 {
1760 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1761 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1762 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1763 }
1764
1765 static void state_patchedgestyle(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1766 {
1767 if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1768 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1769 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1770 }
1771
1772 static void state_patchsegments(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1773 {
1774 union {
1775 DWORD d;
1776 float f;
1777 } tmpvalue;
1778 tmpvalue.f = 1.0f;
1779
1780 if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1781 {
1782 static BOOL displayed = FALSE;
1783
1784 tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1785 if(!displayed)
1786 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1787
1788 displayed = TRUE;
1789 }
1790 }
1791
1792 static void state_positiondegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1793 {
1794 if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1795 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1796 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1797 }
1798
1799 static void state_normaldegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1800 {
1801 if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1802 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1803 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1804 }
1805
1806 static void state_tessellation(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1807 {
1808 if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1809 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1810 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1811 }
1812
1813 static void state_nvdb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1814 {
1815 union {
1816 DWORD d;
1817 float f;
1818 } zmin, zmax;
1819
1820 const struct wined3d_gl_info *gl_info = context->gl_info;
1821
1822 if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1823 {
1824 zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1825 zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1826
1827 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1828 * In d3d9 test is not performed in this case*/
1829 if (zmin.f <= zmax.f)
1830 {
1831 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1832 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1833 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1834 checkGLcall("glDepthBoundsEXT(...)");
1835 }
1836 else {
1837 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1838 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1839 }
1840 }
1841 else {
1842 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1843 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1844 }
1845
1846 state_tessellation(state, stateblock, context);
1847 }
1848
1849 static void state_wrapu(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1850 {
1851 if (stateblock->state.render_states[WINED3DRS_WRAPU])
1852 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1853 }
1854
1855 static void state_wrapv(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1856 {
1857 if (stateblock->state.render_states[WINED3DRS_WRAPV])
1858 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1859 }
1860
1861 static void state_monoenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1862 {
1863 if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1864 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1865 }
1866
1867 static void state_rop2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1868 {
1869 if (stateblock->state.render_states[WINED3DRS_ROP2])
1870 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1871 }
1872
1873 static void state_planemask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1874 {
1875 if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1876 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1877 }
1878
1879 static void state_subpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1880 {
1881 if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1882 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1883 }
1884
1885 static void state_subpixelx(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1886 {
1887 if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1888 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1889 }
1890
1891 static void state_stippleenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1892 {
1893 if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1894 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1895 }
1896
1897 static void state_mipmaplodbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1898 {
1899 if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1900 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1901 }
1902
1903 static void state_anisotropy(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1904 {
1905 if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1906 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1907 }
1908
1909 static void state_flushbatch(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1910 {
1911 if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1912 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1913 }
1914
1915 static void state_translucentsi(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1916 {
1917 if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1918 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1919 }
1920
1921 static void state_extents(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1922 {
1923 if (stateblock->state.render_states[WINED3DRS_EXTENTS])
1924 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1925 }
1926
1927 static void state_ckeyblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1928 {
1929 if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
1930 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1931 }
1932
1933 static void state_swvp(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1934 {
1935 if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1936 FIXME("Software vertex processing not implemented.\n");
1937 }
1938
1939 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1940 #if defined (GL_VERSION_1_3)
1941 # define useext(A) A
1942 #elif defined (GL_EXT_texture_env_combine)
1943 # define useext(A) A##_EXT
1944 #elif defined (GL_ARB_texture_env_combine)
1945 # define useext(A) A##_ARB
1946 #endif
1947
1948 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1949 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1950 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1951 * flag specifies the complement of the input should be used. */
1952 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1953 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1954
1955 /* Calculate the operand */
1956 if (complement) {
1957 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1958 else *operand = GL_ONE_MINUS_SRC_COLOR;
1959 } else {
1960 if (from_alpha) *operand = GL_SRC_ALPHA;
1961 else *operand = GL_SRC_COLOR;
1962 }
1963
1964 /* Calculate the source */
1965 switch (arg & WINED3DTA_SELECTMASK) {
1966 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1967 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1968 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1969 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1970 case WINED3DTA_SPECULAR:
1971 /*
1972 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1973 * 'Secondary color' and isn't supported until base GL supports it
1974 * There is no concept of temp registers as far as I can tell
1975 */
1976 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1977 *source = GL_TEXTURE;
1978 break;
1979 default:
1980 FIXME("Unrecognized texture arg %#x\n", arg);
1981 *source = GL_TEXTURE;
1982 break;
1983 }
1984 }
1985
1986 /* Setup the texture operations texture stage states */
1987 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1988 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1989 {
1990 GLenum src1, src2, src3;
1991 GLenum opr1, opr2, opr3;
1992 GLenum comb_target;
1993 GLenum src0_target, src1_target, src2_target;
1994 GLenum opr0_target, opr1_target, opr2_target;
1995 GLenum scal_target;
1996 GLenum opr=0, invopr, src3_target, opr3_target;
1997 BOOL Handled = FALSE;
1998
1999 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2000
2001 /* This is called by a state handler which has the gl lock held and a context for the thread */
2002
2003 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2004 the form (a1 <operation> a2). However, some of the more complex operations
2005 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2006 in a third parameter called a0. Therefore these are operations of the form
2007 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2008
2009 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2010 functions below, expect their syntax to differ slightly to those listed in the
2011 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2012 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2013
2014 if (isAlpha) {
2015 comb_target = useext(GL_COMBINE_ALPHA);
2016 src0_target = useext(GL_SOURCE0_ALPHA);
2017 src1_target = useext(GL_SOURCE1_ALPHA);
2018 src2_target = useext(GL_SOURCE2_ALPHA);
2019 opr0_target = useext(GL_OPERAND0_ALPHA);
2020 opr1_target = useext(GL_OPERAND1_ALPHA);
2021 opr2_target = useext(GL_OPERAND2_ALPHA);
2022 scal_target = GL_ALPHA_SCALE;
2023 }
2024 else {
2025 comb_target = useext(GL_COMBINE_RGB);
2026 src0_target = useext(GL_SOURCE0_RGB);
2027 src1_target = useext(GL_SOURCE1_RGB);
2028 src2_target = useext(GL_SOURCE2_RGB);
2029 opr0_target = useext(GL_OPERAND0_RGB);
2030 opr1_target = useext(GL_OPERAND1_RGB);
2031 opr2_target = useext(GL_OPERAND2_RGB);
2032 scal_target = useext(GL_RGB_SCALE);
2033 }
2034
2035 /* If a texture stage references an invalid texture unit the stage just
2036 * passes through the result from the previous stage */
2037 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2038 {
2039 arg1 = WINED3DTA_CURRENT;
2040 op = WINED3DTOP_SELECTARG1;
2041 }
2042
2043 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2044 {
2045 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2046 } else {
2047 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2048 }
2049 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2050 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2051
2052 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2053
2054 Handled = TRUE; /* Assume will be handled */
2055
2056 /* Other texture operations require special extensions: */
2057 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2058 {
2059 if (isAlpha) {
2060 opr = GL_SRC_ALPHA;
2061 invopr = GL_ONE_MINUS_SRC_ALPHA;
2062 src3_target = GL_SOURCE3_ALPHA_NV;
2063 opr3_target = GL_OPERAND3_ALPHA_NV;
2064 } else {
2065 opr = GL_SRC_COLOR;
2066 invopr = GL_ONE_MINUS_SRC_COLOR;
2067 src3_target = GL_SOURCE3_RGB_NV;
2068 opr3_target = GL_OPERAND3_RGB_NV;
2069 }
2070 switch (op) {
2071 case WINED3DTOP_DISABLE: /* Only for alpha */
2072 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2073 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2074 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2075 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2076 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2077 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2081 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2082 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2083 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2084 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2085 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
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, opr");
2090 break;
2091 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2092 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2093 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2094 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2095 if (op == WINED3DTOP_SELECTARG1) {
2096 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2097 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2098 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2099 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2100 } else {
2101 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2102 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2103 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2104 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2105 }
2106 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2107 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2108 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2109 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2110 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2111 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2112 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2113 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2114 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2115 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2116 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2117 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2118 break;
2119
2120 case WINED3DTOP_MODULATE:
2121 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2122 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2123 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2124 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2125 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2126 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2127 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2128 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2129 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2130 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2131 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2132 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2133 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2134 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2135 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2136 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2137 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2138 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2139 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2140 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2141 break;
2142 case WINED3DTOP_MODULATE2X:
2143 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2144 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2145 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2146 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2147 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2148 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2149 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2150 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2151 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2152 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2153 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2154 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2155 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2156 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2157 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2158 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2159 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2160 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2161 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2162 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2163 break;
2164 case WINED3DTOP_MODULATE4X:
2165 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2166 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2167 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2168 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2169 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2170 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2171 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2172 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2173 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2174 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2175 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2177 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2178 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2179 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2181 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2182 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2183 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2184 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2185 break;
2186
2187 case WINED3DTOP_ADD:
2188 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2189 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2190 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2192 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2194 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2196 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2197 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2198 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2199 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2200 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2201 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2202 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2204 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2205 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2206 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2207 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2208 break;
2209
2210 case WINED3DTOP_ADDSIGNED:
2211 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2212 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2213 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2214 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2215 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2216 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2217 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2218 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2219 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2220 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2221 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2222 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2223 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2224 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2225 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2226 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2227 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2228 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2229 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2230 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2231 break;
2232
2233 case WINED3DTOP_ADDSIGNED2X:
2234 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2235 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2236 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2237 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2238 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2239 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2240 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2241 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2242 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2243 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2244 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2245 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2246 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2247 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2248 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2249 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2250 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2251 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2252 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2253 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2254 break;
2255
2256 case WINED3DTOP_ADDSMOOTH:
2257 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2258 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2259 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2261 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2262 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2263 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2264 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2265 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2266 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2267 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2268 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2269 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2270 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2271 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2272 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2273 switch (opr1) {
2274 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2275 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2276 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2277 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2278 }
2279 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2280 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2281 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2282 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2283 break;
2284
2285 case WINED3DTOP_BLENDDIFFUSEALPHA:
2286 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2287 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2288 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2289 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2290 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2291 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2292 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2293 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2294 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2295 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2296 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2297 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2298 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2299 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2300 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2301 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2302 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2303 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2304 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2305 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2306 break;
2307 case WINED3DTOP_BLENDTEXTUREALPHA:
2308 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2309 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2310 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2311 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2312 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2313 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2314 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2315 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2316 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2317 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2318 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2319 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2320 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2321 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2322 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2323 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2324 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2325 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2326 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2327 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2328 break;
2329 case WINED3DTOP_BLENDFACTORALPHA:
2330 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2331 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2332 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2333 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2334 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2335 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2336 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2338 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2340 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2341 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2342 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2343 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2344 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2346 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2347 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2348 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2349 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2350 break;
2351 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2352 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2353 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2354 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2355 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2356 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2357 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2358 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2359 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2360 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2361 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2362 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2363 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2364 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2365 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2366 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2367 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2368 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2369 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2370 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2371 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2372 break;
2373 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2374 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2375 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2376 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2377 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2378 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2379 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2380 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2381 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2382 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2383 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2384 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2385 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2386 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2388 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2389 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2390 switch (opr) {
2391 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2392 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2393 }
2394 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2396 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 break;
2399 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2400 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2402 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2406 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2408 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2410 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2411 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2412 switch (opr1) {
2413 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2414 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2415 }
2416 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2418 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2420 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2422 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2424 break;
2425 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2426 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2434 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2436 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2438 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2439 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2440 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2441 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2442 switch (opr1) {
2443 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2444 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2445 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2446 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2447 }
2448 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2449 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2450 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2451 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2452 break;
2453 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2454 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2455 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2456 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2457 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2458 switch (opr1) {
2459 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2460 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2461 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2462 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2463 }
2464 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2465 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2466 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2467 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2468 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2469 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2470 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2471 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2472 switch (opr1) {
2473 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2474 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2475 }
2476 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2477 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2478 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2479 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2480 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2481 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2482 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2483 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2484 break;
2485 case WINED3DTOP_MULTIPLYADD:
2486 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2487 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2488 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2489 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2490 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2492 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2494 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2496 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2498 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2499 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2500 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2501 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2502 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2503 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2504 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2505 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2506 break;
2507
2508 case WINED3DTOP_BUMPENVMAP:
2509 {
2510 }
2511
2512 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2513 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2514
2515 default:
2516 Handled = FALSE;
2517 }
2518 if (Handled) {
2519 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2520 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2521
2522 return;
2523 }
2524 } /* GL_NV_texture_env_combine4 */
2525
2526 Handled = TRUE; /* Again, assume handled */
2527 switch (op) {
2528 case WINED3DTOP_DISABLE: /* Only for alpha */
2529 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2530 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2531 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2532 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2533 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2534 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2535 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2536 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2537 break;
2538 case WINED3DTOP_SELECTARG1:
2539 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2540 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2541 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2542 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2543 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2544 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2545 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2546 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2547 break;
2548 case WINED3DTOP_SELECTARG2:
2549 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2550 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2551 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2553 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2555 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2556 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2557 break;
2558 case WINED3DTOP_MODULATE:
2559 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2560 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2561 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2562 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2563 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2564 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2565 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2566 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2567 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2568 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2569 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2570 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2571 break;
2572 case WINED3DTOP_MODULATE2X:
2573 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2574 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2575 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2576 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2577 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2578 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2579 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2580 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2581 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2582 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2583 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2585 break;
2586 case WINED3DTOP_MODULATE4X:
2587 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2589 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2598 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2599 break;
2600 case WINED3DTOP_ADD:
2601 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2602 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2603 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2604 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2605 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2606 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2607 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2608 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2609 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2610 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2611 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2613 break;
2614 case WINED3DTOP_ADDSIGNED:
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2621 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2622 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2623 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2624 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2625 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2626 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2627 break;
2628 case WINED3DTOP_ADDSIGNED2X:
2629 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2630 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2631 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2632 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2633 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2634 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2635 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2636 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2637 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2638 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2639 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2641 break;
2642 case WINED3DTOP_SUBTRACT:
2643 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2644 {
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2647 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2649 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2651 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2652 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2653 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2654 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2655 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2656 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2657 } else {
2658 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2659 }
2660 break;
2661
2662 case WINED3DTOP_BLENDDIFFUSEALPHA:
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2674 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2675 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2676 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2677 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2679 break;
2680 case WINED3DTOP_BLENDTEXTUREALPHA:
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2692 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2693 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2694 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2695 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2697 break;
2698 case WINED3DTOP_BLENDFACTORALPHA:
2699 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2701 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2702 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2703 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2705 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2710 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2711 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2712 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2713 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 break;
2716 case WINED3DTOP_BLENDCURRENTALPHA:
2717 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2719 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2728 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2729 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2730 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2731 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2732 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2733 break;
2734 case WINED3DTOP_DOTPRODUCT3:
2735 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2736 {
2737 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2738 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2739 }
2740 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2741 {
2742 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2743 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2744 } else {
2745 FIXME("This version of opengl does not support GL_DOT3\n");
2746 }
2747 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2748 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2749 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2750 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2751 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2752 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2753 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2754 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2755 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2756 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2757 break;
2758 case WINED3DTOP_LERP:
2759 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2760 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2761 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2762 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2763 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2764 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2765 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2766 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2767 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2768 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2769 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2770 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2771 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2772 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2773 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2774 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2775 break;
2776 case WINED3DTOP_ADDSMOOTH:
2777 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2778 {
2779 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2780 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2781 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2782 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2783 switch (opr1) {
2784 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2785 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2786 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2787 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2788 }
2789 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2791 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2792 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2793 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2794 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2795 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2796 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2797 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2798 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2799 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2800 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2801 } else
2802 Handled = FALSE;
2803 break;
2804 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2805 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2806 {
2807 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2808 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2809 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2810 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2811 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2812 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2813 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2814 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2815 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2816 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2817 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2818 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2819 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2820 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2821 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2822 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2823 } else
2824 Handled = FALSE;
2825 break;
2826 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2827 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2828 {
2829 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2830 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2831 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2832 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2833 switch (opr1) {
2834 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2835 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2836 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2837 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2838 }
2839 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2840 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2841 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2842 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2843 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2844 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2845 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2846 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2847 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2848 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2849 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2850 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2851 } else
2852 Handled = FALSE;
2853 break;
2854 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2855 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2856 {
2857 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2858 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2859 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2860 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2861 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2862 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2863 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2864 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2865 switch (opr1) {
2866 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2867 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2868 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2869 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2870 }
2871 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2872 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2873 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2874 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2875 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2876 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2877 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2878 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2879 } else
2880 Handled = FALSE;
2881 break;
2882 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2883 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2884 {
2885 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2886 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2887 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2888 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2889 switch (opr1) {
2890 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2891 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2892 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2893 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2894 }
2895 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2896 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2897 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2898 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2899 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2900 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2901 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2902 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2903 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2904 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2905 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2906 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2907 } else
2908 Handled = FALSE;
2909 break;
2910 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2911 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2912 {
2913 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2915 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2917 switch (opr1) {
2918 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2919 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2920 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2921 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2922 }
2923 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2924 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2925 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2926 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2927 switch (opr1) {
2928 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2929 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2930 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2931 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2932 }
2933 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2934 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2935 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2936 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2937 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2938 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2939 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2940 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2941 } else
2942 Handled = FALSE;
2943 break;
2944 case WINED3DTOP_MULTIPLYADD:
2945 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2946 {
2947 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2948 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2949 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2950 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2951 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2952 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2953 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2954 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2955 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2956 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2957 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2958 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2959 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2960 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2961 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2962 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2963 } else
2964 Handled = FALSE;
2965 break;
2966 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2967 case WINED3DTOP_BUMPENVMAP:
2968 if (gl_info->supported[NV_TEXTURE_SHADER2])
2969 {
2970 /* Technically texture shader support without register combiners is possible, but not expected to occur
2971 * on real world cards, so for now a fixme should be enough
2972 */
2973 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2974 }
2975 default:
2976 Handled = FALSE;
2977 }
2978
2979 if (Handled) {
2980 BOOL combineOK = TRUE;
2981 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2982 {
2983 DWORD op2;
2984
2985 if (isAlpha)
2986 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2987 else
2988 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2989
2990 /* Note: If COMBINE4 in effect can't go back to combine! */
2991 switch (op2) {
2992 case WINED3DTOP_ADDSMOOTH:
2993 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2994 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2995 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2996 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2997 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2998 case WINED3DTOP_MULTIPLYADD:
2999 /* Ignore those implemented in both cases */
3000 switch (op) {
3001 case WINED3DTOP_SELECTARG1:
3002 case WINED3DTOP_SELECTARG2:
3003 combineOK = FALSE;
3004 Handled = FALSE;
3005 break;
3006 default:
3007 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3008 return;
3009 }
3010 }
3011 }
3012
3013 if (combineOK) {
3014 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3015 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3016
3017 return;
3018 }
3019 }
3020
3021 /* After all the extensions, if still unhandled, report fixme */
3022 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3023 }
3024
3025
3026 static void tex_colorop(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3027 {
3028 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3029 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3030 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3031 const struct wined3d_gl_info *gl_info = context->gl_info;
3032 const struct wined3d_state *state = &stateblock->state;
3033
3034 TRACE("Setting color op for stage %d\n", stage);
3035
3036 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3037 if (use_ps(state)) return;
3038
3039 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3040
3041 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3042 {
3043 if (tex_used && mapped_stage >= gl_info->limits.textures)
3044 {
3045 FIXME("Attempt to enable unsupported stage!\n");
3046 return;
3047 }
3048 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3049 checkGLcall("glActiveTextureARB");
3050 }
3051
3052 if (stage >= state->lowest_disabled_stage)
3053 {
3054 TRACE("Stage disabled\n");
3055 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3056 {
3057 /* Disable everything here */
3058 glDisable(GL_TEXTURE_2D);
3059 checkGLcall("glDisable(GL_TEXTURE_2D)");
3060 glDisable(GL_TEXTURE_3D);
3061 checkGLcall("glDisable(GL_TEXTURE_3D)");
3062 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3063 {
3064 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3065 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3066 }
3067 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3068 {
3069 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3070 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3071 }
3072 }
3073 /* All done */
3074 return;
3075 }
3076
3077 /* The sampler will also activate the correct texture dimensions, so no
3078 * need to do it here if the sampler for this stage is dirty. */
3079 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3080 texture_activate_dimensions(state->textures[stage], gl_info);
3081
3082 set_tex_op(gl_info, state, FALSE, stage,
3083 state->texture_states[stage][WINED3DTSS_COLOROP],
3084 state->texture_states[stage][WINED3DTSS_COLORARG1],
3085 state->texture_states[stage][WINED3DTSS_COLORARG2],
3086 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3087 }
3088
3089 void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3090 {
3091 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3092 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3093 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3094 const struct wined3d_gl_info *gl_info = context->gl_info;
3095 DWORD op, arg1, arg2, arg0;
3096
3097 TRACE("Setting alpha op for stage %d\n", stage);
3098 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3099 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3100 {
3101 if (tex_used && mapped_stage >= gl_info->limits.textures)
3102 {
3103 FIXME("Attempt to enable unsupported stage!\n");
3104 return;
3105 }
3106 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3107 checkGLcall("glActiveTextureARB");
3108 }
3109
3110 op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3111 arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3112 arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3113 arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3114
3115 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3116 {
3117 struct wined3d_texture *texture = stateblock->state.textures[0];
3118 GLenum texture_dimensions = texture->target;
3119
3120 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3121 {
3122 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3123
3124 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3125 {
3126 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3127 * properly. On the other hand applications can still use texture combiners apparently. This code
3128 * takes care that apps cannot remove the texture's alpha channel entirely.
3129 *
3130 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3131 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3132 * and alpha component of diffuse color to draw things like translucent text and perform other
3133 * blending effects.
3134 *
3135 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3136 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3137 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3138 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3139 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3140 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3141 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3142 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3143 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3144 * alpha.
3145 *
3146 * What to do with multitexturing? So far no app has been found that uses color keying with
3147 * multitexturing */
3148 if (op == WINED3DTOP_DISABLE)
3149 {
3150 arg1 = WINED3DTA_TEXTURE;
3151 op = WINED3DTOP_SELECTARG1;
3152 }
3153 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3154 {
3155 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3156 {
3157 arg2 = WINED3DTA_TEXTURE;
3158 op = WINED3DTOP_MODULATE;
3159 }
3160 else arg1 = WINED3DTA_TEXTURE;
3161 }
3162 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3163 {
3164 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3165 {
3166 arg1 = WINED3DTA_TEXTURE;
3167 op = WINED3DTOP_MODULATE;
3168 }
3169 else arg2 = WINED3DTA_TEXTURE;
3170 }
3171 }
3172 }
3173 }
3174
3175 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3176 * this if block here, and the other code(color keying, texture unit selection) are the same
3177 */
3178 TRACE("Setting alpha op for stage %d\n", stage);
3179 if (gl_info->supported[NV_REGISTER_COMBINERS])
3180 {
3181 set_tex_op_nvrc(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0,
3182 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3183 }
3184 else
3185 {
3186 set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0);
3187 }
3188 }
3189
3190 static void transform_texture(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3191 {
3192 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3193 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3194 const struct wined3d_gl_info *gl_info = context->gl_info;
3195 const struct wined3d_state *state = &stateblock->state;
3196 BOOL generated;
3197 int coordIdx;
3198
3199 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3200 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3201 {
3202 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3203 return;
3204 }
3205
3206 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3207 if (mapped_stage >= gl_info->limits.textures) return;
3208
3209 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3210 checkGLcall("glActiveTextureARB");
3211 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3212 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3213
3214 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3215 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3216 generated, context->last_was_rhw,
3217 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3218 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3219 : WINED3DFMT_UNKNOWN,
3220 stateblock->device->frag_pipe->ffp_proj_control);
3221
3222 /* The sampler applying function calls us if this changes */
3223 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3224 {
3225 if(generated) {
3226 FIXME("Non-power2 texture being used with generated texture coords\n");
3227 }
3228 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3229 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3230 if (!use_ps(state))
3231 {
3232 TRACE("Non power two matrix multiply fixup\n");
3233 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3234 }
3235 }
3236 }
3237
3238 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3239 {
3240 unsigned int texture_idx;
3241
3242 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3243 {
3244 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3245 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3246 }
3247 }
3248
3249 static void loadTexCoords(const struct wined3d_gl_info *gl_info, struct wined3d_stateblock *stateblock,
3250 const struct wined3d_stream_info *si, GLuint *curVBO)
3251 {
3252 unsigned int mapped_stage = 0;
3253 unsigned int textureNo = 0;
3254
3255 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3256 {
3257 int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3258
3259 mapped_stage = stateblock->device->texUnitMap[textureNo];
3260 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3261
3262 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3263 {
3264 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3265 const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3266
3267 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3268 textureNo, mapped_stage, coordIdx, e->data);
3269
3270 if (*curVBO != e->buffer_object)
3271 {
3272 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3273 checkGLcall("glBindBufferARB");
3274 *curVBO = e->buffer_object;
3275 }
3276
3277 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3278 checkGLcall("glClientActiveTextureARB");
3279
3280 /* The coords to supply depend completely on the fvf / vertex shader */
3281 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3282 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3283 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3284 } else {
3285 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3286 }
3287 }
3288 if (gl_info->supported[NV_REGISTER_COMBINERS])
3289 {
3290 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3291 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3292 {
3293 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3294 }
3295 }
3296
3297 checkGLcall("loadTexCoords");
3298 }
3299
3300 static void tex_coordindex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3301 {
3302 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3303 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3304 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3305 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3306 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3307 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3308 const struct wined3d_gl_info *gl_info = context->gl_info;
3309
3310 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3311 {
3312 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3313 return;
3314 }
3315
3316 if (mapped_stage >= gl_info->limits.fragment_samplers)
3317 {
3318 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3319 return;
3320 }
3321 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3322 checkGLcall("glActiveTextureARB");
3323
3324 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3325 *
3326 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3327 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3328 * means use the vertex position (camera-space) as the input texture coordinates
3329 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3330 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3331 * to the TEXCOORDINDEX value
3332 */
3333 switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3334 {
3335 case WINED3DTSS_TCI_PASSTHRU:
3336 /* Use the specified texture coordinates contained within the
3337 * vertex format. This value resolves to zero. */
3338 glDisable(GL_TEXTURE_GEN_S);
3339 glDisable(GL_TEXTURE_GEN_T);
3340 glDisable(GL_TEXTURE_GEN_R);
3341 glDisable(GL_TEXTURE_GEN_Q);
3342 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3343 break;
3344
3345 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3346 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3347 * as the input texture coordinates for this stage's texture transformation. This
3348 * equates roughly to EYE_LINEAR */
3349
3350 glMatrixMode(GL_MODELVIEW);
3351 glPushMatrix();
3352 glLoadIdentity();
3353 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3354 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3355 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3356 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3357 glPopMatrix();
3358 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3359
3360 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3361 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3362 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3363 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3364
3365 glEnable(GL_TEXTURE_GEN_S);
3366 glEnable(GL_TEXTURE_GEN_T);
3367 glEnable(GL_TEXTURE_GEN_R);
3368 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3369
3370 break;
3371
3372 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3373 /* Note that NV_TEXGEN_REFLECTION support is implied when
3374 * ARB_TEXTURE_CUBE_MAP is supported */
3375 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3376 {
3377 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3378 break;
3379 }
3380
3381 glMatrixMode(GL_MODELVIEW);
3382 glPushMatrix();
3383 glLoadIdentity();
3384 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3385 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3386 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3387 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3388 glPopMatrix();
3389 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3390
3391 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3392 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3393 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3394 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3395
3396 glEnable(GL_TEXTURE_GEN_S);
3397 glEnable(GL_TEXTURE_GEN_T);
3398 glEnable(GL_TEXTURE_GEN_R);
3399 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3400
3401 break;
3402
3403 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3404 /* Note that NV_TEXGEN_REFLECTION support is implied when
3405 * ARB_TEXTURE_CUBE_MAP is supported */
3406 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3407 {
3408 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3409 break;
3410 }
3411
3412 glMatrixMode(GL_MODELVIEW);
3413 glPushMatrix();
3414 glLoadIdentity();
3415 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3416 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3417 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3418 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3419 glPopMatrix();
3420 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3421
3422 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3423 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3424 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3425 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3426
3427 glEnable(GL_TEXTURE_GEN_S);
3428 glEnable(GL_TEXTURE_GEN_T);
3429 glEnable(GL_TEXTURE_GEN_R);
3430 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3431
3432 break;
3433
3434 case WINED3DTSS_TCI_SPHEREMAP:
3435 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3436 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3437 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3438
3439 glEnable(GL_TEXTURE_GEN_S);
3440 glEnable(GL_TEXTURE_GEN_T);
3441 glDisable(GL_TEXTURE_GEN_R);
3442 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3443
3444 break;
3445
3446 default:
3447 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3448 stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3449 glDisable(GL_TEXTURE_GEN_S);
3450 glDisable(GL_TEXTURE_GEN_T);
3451 glDisable(GL_TEXTURE_GEN_R);
3452 glDisable(GL_TEXTURE_GEN_Q);
3453 checkGLcall("Disable texgen.");
3454
3455 break;
3456 }
3457
3458 /* Update the texture matrix */
3459 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3460 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3461 }
3462
3463 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3464 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3465 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3466 * and do all the things linked to it
3467 * TODO: Tidy that up to reload only the arrays of the changed unit
3468 */
3469 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3470
3471 unloadTexCoords(gl_info);
3472 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3473 }
3474 }
3475
3476 static void shaderconstant(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3477 {
3478 const struct wined3d_state *state = &stateblock->state;
3479 struct wined3d_device *device = stateblock->device;
3480
3481 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3482 * has an update pending
3483 */
3484 if(isStateDirty(context, STATE_VDECL) ||
3485 isStateDirty(context, STATE_PIXELSHADER)) {
3486 return;
3487 }
3488
3489 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
3490 }
3491
3492 static void tex_bumpenvlscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3493 {
3494 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3495 const struct wined3d_shader *ps = stateblock->state.pixel_shader;
3496
3497 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3498 {
3499 /* The pixel shader has to know the luminance scale. Do a constants update if it
3500 * isn't scheduled anyway
3501 */
3502 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3503 !isStateDirty(context, STATE_PIXELSHADER)) {
3504 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3505 }
3506 }
3507 }
3508
3509 static void sampler_texmatrix(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3510 {
3511 const DWORD sampler = state - STATE_SAMPLER(0);
3512 struct wined3d_texture *texture = stateblock->state.textures[sampler];
3513
3514 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3515
3516 if(!texture) return;
3517 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3518 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3519 * scaling is reapplied or removed, the texture matrix has to be reapplied
3520 *
3521 * The mapped stage is already active because the sampler() function below, which is part of the
3522 * misc pipeline
3523 */
3524 if (sampler < MAX_TEXTURES)
3525 {
3526 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3527
3528 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3529 {
3530 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3531 else context->lastWasPow2Texture &= ~(1 << sampler);
3532 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3533 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3534 }
3535 }
3536 }
3537
3538 static void sampler(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3539 {
3540 DWORD sampler = state_id - STATE_SAMPLER(0);
3541 struct wined3d_device *device = stateblock->device;
3542 DWORD mapped_stage = device->texUnitMap[sampler];
3543 const struct wined3d_gl_info *gl_info = context->gl_info;
3544 const struct wined3d_state *state = &stateblock->state;
3545 union {
3546 float f;
3547 DWORD d;
3548 } tmpvalue;
3549
3550 TRACE("Sampler: %d\n", sampler);
3551 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3552 * only has to bind textures and set the per texture states
3553 */
3554
3555 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3556 {
3557 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3558 return;
3559 }
3560
3561 if (mapped_stage >= gl_info->limits.combined_samplers)
3562 {
3563 return;
3564 }
3565 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3566 checkGLcall("glActiveTextureARB");
3567
3568 if (state->textures[sampler])
3569 {
3570 struct wined3d_texture *texture = state->textures[sampler];
3571 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3572
3573 texture->texture_ops->texture_bind(texture, gl_info, srgb);
3574 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3575
3576 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3577 {
3578 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3579 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3580 GL_TEXTURE_LOD_BIAS_EXT,
3581 tmpvalue.f);
3582 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3583 }
3584
3585 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3586 {
3587 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3588 {
3589 /* If color keying is enabled update the alpha test, it depends on the existence
3590 * of a color key in stage 0
3591 */
3592 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3593 }
3594 }
3595
3596 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3597 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3598 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3599 }
3600 else if (mapped_stage < gl_info->limits.textures)
3601 {
3602 if (sampler < state->lowest_disabled_stage)
3603 {
3604 /* TODO: What should I do with pixel shaders here ??? */
3605 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3606 {
3607 /* If color keying is enabled update the alpha test, it depends on the existence
3608 * of a color key in stage 0
3609 */
3610 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3611 }
3612 } /* Otherwise tex_colorop disables the stage */
3613 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3614 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3615 }
3616 }
3617
3618 void apply_pixelshader(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3619 {
3620 const struct wined3d_state *state = &stateblock->state;
3621 struct wined3d_device *device = stateblock->device;
3622 BOOL use_vshader = use_vs(state);
3623 BOOL use_pshader = use_ps(state);
3624 unsigned int i;
3625
3626 if (use_pshader) {
3627 if(!context->last_was_pshader) {
3628 /* Former draw without a pixel shader, some samplers
3629 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3630 * make sure to enable them
3631 */
3632 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3633 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3634 sampler(STATE_SAMPLER(i), stateblock, context);
3635 }
3636 }
3637 context->last_was_pshader = TRUE;
3638 } else {
3639 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3640 * if a different texture was bound. I don't have to do anything.
3641 */
3642 }
3643 } else {
3644 /* Disabled the pixel shader - color ops weren't applied
3645 * while it was enabled, so re-apply them. */
3646 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3647 {
3648 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3649 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3650 }
3651 context->last_was_pshader = FALSE;
3652 }
3653
3654 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3655 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3656
3657 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3658 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3659 }
3660 }
3661 }
3662
3663 static void shader_bumpenvmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3664 {
3665 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3666 const struct wined3d_shader *ps = stateblock->state.pixel_shader;
3667
3668 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3669 {
3670 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3671 * anyway
3672 */
3673 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3674 !isStateDirty(context, STATE_PIXELSHADER)) {
3675 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3676 }
3677 }
3678 }
3679
3680 static void transform_world(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3681 {
3682 /* This function is called by transform_view below if the view matrix was changed too
3683 *
3684 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3685 * does not always update the world matrix, only on a switch between transformed
3686 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3687 * draw, but that should be rather rare and cheaper in total.
3688 */
3689 glMatrixMode(GL_MODELVIEW);
3690 checkGLcall("glMatrixMode");
3691
3692 if(context->last_was_rhw) {
3693 glLoadIdentity();
3694 checkGLcall("glLoadIdentity()");
3695 } else {
3696 /* In the general case, the view matrix is the identity matrix */
3697 if (stateblock->device->view_ident)
3698 {
3699 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3700 checkGLcall("glLoadMatrixf");
3701 }
3702 else
3703 {
3704 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3705 checkGLcall("glLoadMatrixf");
3706 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3707 checkGLcall("glMultMatrixf");
3708 }
3709 }
3710 }
3711
3712 static void clipplane(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3713 {
3714 const struct wined3d_state *state = &stateblock->state;
3715 UINT index = state_id - STATE_CLIPPLANE(0);
3716
3717 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3718 {
3719 return;
3720 }
3721
3722 glMatrixMode(GL_MODELVIEW);
3723 glPushMatrix();
3724
3725 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3726 if (!use_vs(state))
3727 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3728 else
3729 /* with vertex shaders, clip planes are not transformed in direct3d,
3730 * in OpenGL they are still transformed by the model view.
3731 */
3732 glLoadIdentity();
3733
3734 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3735 state->clip_planes[index][0],
3736 state->clip_planes[index][1],
3737 state->clip_planes[index][2],
3738 state->clip_planes[index][3]);
3739 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3740 checkGLcall("glClipPlane");
3741
3742 glPopMatrix();
3743 }
3744
3745 static void transform_worldex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3746 {
3747 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3748 GLenum glMat;
3749 TRACE("Setting world matrix %d\n", matrix);
3750
3751 if (matrix >= context->gl_info->limits.blends)
3752 {
3753 WARN("Unsupported blend matrix set\n");
3754 return;
3755 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3756 return;
3757 }
3758
3759 /* GL_MODELVIEW0_ARB: 0x1700
3760 * GL_MODELVIEW1_ARB: 0x850a
3761 * GL_MODELVIEW2_ARB: 0x8722
3762 * GL_MODELVIEW3_ARB: 0x8723
3763 * etc
3764 * GL_MODELVIEW31_ARB: 0x873F
3765 */
3766 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3767 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3768
3769 glMatrixMode(glMat);
3770 checkGLcall("glMatrixMode(glMat)");
3771
3772 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3773 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3774 */
3775 if (stateblock->device->view_ident)
3776 {
3777 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3778 checkGLcall("glLoadMatrixf");
3779 }
3780 else
3781 {
3782 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3783 checkGLcall("glLoadMatrixf");
3784 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3785 checkGLcall("glMultMatrixf");
3786 }
3787 }
3788
3789 static void state_vertexblend_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3790 {
3791 WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3792 static unsigned int once;
3793
3794 if (f == WINED3DVBF_DISABLE) return;
3795
3796 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3797 else WARN("Vertex blend flags %#x not supported.\n", f);
3798 }
3799
3800 static void state_vertexblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3801 {
3802 WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3803 const struct wined3d_gl_info *gl_info = context->gl_info;
3804 static unsigned int once;
3805
3806 switch(val) {
3807 case WINED3DVBF_1WEIGHTS:
3808 case WINED3DVBF_2WEIGHTS:
3809 case WINED3DVBF_3WEIGHTS:
3810 glEnable(GL_VERTEX_BLEND_ARB);
3811 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3812
3813 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3814 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3815 */
3816 GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3817
3818 if (!stateblock->device->vertexBlendUsed)
3819 {
3820 unsigned int i;
3821 for (i = 1; i < gl_info->limits.blends; ++i)
3822 {
3823 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3824 {
3825 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3826 }
3827 }
3828 stateblock->device->vertexBlendUsed = TRUE;
3829 }
3830 break;
3831
3832 case WINED3DVBF_TWEENING:
3833 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3834 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3835 else WARN("Vertex blend flags %#x not supported.\n", val);
3836 /* Fall through. */
3837 case WINED3DVBF_DISABLE:
3838 glDisable(GL_VERTEX_BLEND_ARB);
3839 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3840 break;
3841 }
3842 }
3843
3844 static void transform_view(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3845 {
3846 const struct wined3d_gl_info *gl_info = context->gl_info;
3847 const struct wined3d_light_info *light = NULL;
3848 unsigned int k;
3849
3850 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3851 * NOTE: We have to reset the positions even if the light/plane is not currently
3852 * enabled, since the call to enable it will not reset the position.
3853 * NOTE2: Apparently texture transforms do NOT need reapplying
3854 */
3855
3856 glMatrixMode(GL_MODELVIEW);
3857 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3858 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3859 checkGLcall("glLoadMatrixf(...)");
3860
3861 /* Reset lights. TODO: Call light apply func */
3862 for (k = 0; k < gl_info->limits.lights; ++k)
3863 {
3864 light = stateblock->state.lights[k];
3865 if(!light) continue;
3866 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3867 checkGLcall("glLightfv posn");
3868 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3869 checkGLcall("glLightfv dirn");
3870 }
3871
3872 /* Reset Clipping Planes */
3873 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3874 {
3875 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3876 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3877 }
3878 }
3879
3880 if(context->last_was_rhw) {
3881 glLoadIdentity();
3882 checkGLcall("glLoadIdentity()");
3883 /* No need to update the world matrix, the identity is fine */
3884 return;
3885 }
3886
3887 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3888 * No need to do it here if the state is scheduled for update.
3889 */
3890 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3891 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3892 }
3893
3894 /* Avoid looping over a number of matrices if the app never used the functionality */
3895 if (stateblock->device->vertexBlendUsed)
3896 {
3897 for (k = 1; k < gl_info->limits.blends; ++k)
3898 {
3899 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3900 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3901 }
3902 }
3903 }
3904 }
3905
3906 static void transform_projection(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3907 {
3908 glMatrixMode(GL_PROJECTION);
3909 checkGLcall("glMatrixMode(GL_PROJECTION)");
3910 glLoadIdentity();
3911 checkGLcall("glLoadIdentity");
3912
3913 if (context->last_was_rhw)
3914 {
3915 double x = stateblock->state.viewport.X;
3916 double y = stateblock->state.viewport.Y;
3917 double w = stateblock->state.viewport.Width;
3918 double h = stateblock->state.viewport.Height;
3919
3920 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3921 if (context->render_offscreen)
3922 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3923 else
3924 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3925 checkGLcall("glOrtho");
3926
3927 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3928 * render everything upside down when rendering offscreen. */
3929 if (context->render_offscreen)
3930 {
3931 glScalef(1.0f, -1.0f, 1.0f);
3932 checkGLcall("glScalef");
3933 }
3934
3935 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3936 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3937 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3938 }
3939 else
3940 {
3941 /* The rule is that the window coordinate 0 does not correspond to the
3942 beginning of the first pixel, but the center of the first pixel.
3943 As a consequence if you want to correctly draw one line exactly from
3944 the left to the right end of the viewport (with all matrices set to
3945 be identity), the x coords of both ends of the line would be not
3946 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3947 instead.
3948
3949 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3950 divide by the Width/Height, so we need the half range(1.0) to translate by
3951 half a pixel.
3952
3953 The other fun is that d3d's output z range after the transformation is [0;1],
3954 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3955 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3956 of Z buffer precision and the clear values do not match in the z test. Thus scale
3957 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3958 */
3959
3960 /*
3961 * Careful with the order of operations here, we're essentially working backwards:
3962 * x = x + 1/w;
3963 * y = (y - 1/h) * flip;
3964 * z = z * 2 - 1;
3965 *
3966 * Becomes:
3967 * glTranslatef(0.0, 0.0, -1.0);
3968 * glScalef(1.0, 1.0, 2.0);
3969 *
3970 * glScalef(1.0, flip, 1.0);
3971 * glTranslatef(1/w, -1/h, 0.0);
3972 *
3973 * This is equivalent to:
3974 * glTranslatef(1/w, -flip/h, -1.0)
3975 * glScalef(1.0, flip, 2.0);
3976 */
3977
3978 /* Translate by slightly less than a half pixel to force a top-left
3979 * filling convention. We want the difference to be large enough that
3980 * it doesn't get lost due to rounding inside the driver, but small
3981 * enough to prevent it from interfering with any anti-aliasing. */
3982 GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
3983 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
3984
3985 if (context->render_offscreen)
3986 {
3987 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3988 * render everything upside down when rendering offscreen. */
3989 glTranslatef(xoffset, -yoffset, -1.0f);
3990 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3991 glScalef(1.0f, -1.0f, 2.0f);
3992 } else {
3993 glTranslatef(xoffset, yoffset, -1.0f);
3994 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3995 glScalef(1.0f, 1.0f, 2.0f);
3996 }
3997 checkGLcall("glScalef");
3998
3999 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4000 checkGLcall("glLoadMatrixf");
4001 }
4002 }
4003
4004 /* This should match any arrays loaded in loadVertexData.
4005 * TODO: Only load / unload arrays if we have to.
4006 */
4007 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
4008 {
4009 glDisableClientState(GL_VERTEX_ARRAY);
4010 glDisableClientState(GL_NORMAL_ARRAY);
4011 glDisableClientState(GL_COLOR_ARRAY);
4012 if (gl_info->supported[EXT_SECONDARY_COLOR])
4013 {
4014 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4015 }
4016 if (gl_info->supported[ARB_VERTEX_BLEND])
4017 {
4018 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4019 }
4020 unloadTexCoords(gl_info);
4021 }
4022
4023 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4024 {
4025 const struct wined3d_gl_info *gl_info = context->gl_info;
4026
4027 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4028 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4029
4030 context->numbered_array_mask &= ~(1 << i);
4031 }
4032
4033 /* This should match any arrays loaded in loadNumberedArrays
4034 * TODO: Only load / unload arrays if we have to.
4035 */
4036 static inline void unloadNumberedArrays(struct wined3d_context *context)
4037 {
4038 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4039 GLint maxAttribs = 16;
4040 int i;
4041
4042 /* Leave all the attribs disabled */
4043 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4044 /* MESA does not support it right not */
4045 if (glGetError() != GL_NO_ERROR)
4046 maxAttribs = 16;
4047 for (i = 0; i < maxAttribs; ++i) {
4048 unload_numbered_array(context, i);
4049 }
4050 }
4051
4052 static void loadNumberedArrays(struct wined3d_stateblock *stateblock,
4053 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4054 {
4055 const struct wined3d_gl_info *gl_info = context->gl_info;
4056 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4057 int i;
4058 struct wined3d_buffer *vb;
4059
4060 /* Default to no instancing */
4061 stateblock->device->instancedDraw = FALSE;
4062
4063 for (i = 0; i < MAX_ATTRIBS; i++)
4064 {
4065 const struct wined3d_stream_state *stream;
4066
4067 if (!(stream_info->use_map & (1 << i)))
4068 {
4069 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4070 continue;
4071 }
4072
4073 stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4074
4075 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4076 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4077 {
4078 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4079 stateblock->device->instancedDraw = TRUE;
4080 continue;
4081 }
4082
4083 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4084
4085 if (stream_info->elements[i].stride)
4086 {
4087 if (curVBO != stream_info->elements[i].buffer_object)
4088 {
4089 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4090 checkGLcall("glBindBufferARB");
4091 curVBO = stream_info->elements[i].buffer_object;
4092 }
4093 /* Use the VBO to find out if a vertex buffer exists, not the vb
4094 * pointer. vb can point to a user pointer data blob. In that case
4095 * curVBO will be 0. If there is a vertex buffer but no vbo we
4096 * won't be load converted attributes anyway. */
4097 vb = stream->buffer;
4098 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4099 stream_info->elements[i].format->gl_vtx_type,
4100 stream_info->elements[i].format->gl_normalized,
4101 stream_info->elements[i].stride, stream_info->elements[i].data
4102 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4103 + stream->offset));
4104
4105 if (!(context->numbered_array_mask & (1 << i)))
4106 {
4107 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4108 context->numbered_array_mask |= (1 << i);
4109 }
4110 }
4111 else
4112 {
4113 /* Stride = 0 means always the same values.
4114 * glVertexAttribPointerARB doesn't do that. Instead disable the
4115 * pointer and set up the attribute statically. But we have to
4116 * figure out the system memory address. */
4117 const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4118 if (stream_info->elements[i].buffer_object)
4119 {
4120 vb = stream->buffer;
4121 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4122 }
4123
4124 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4125
4126 switch (stream_info->elements[i].format->id)
4127 {
4128 case WINED3DFMT_R32_FLOAT:
4129 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4130 break;
4131 case WINED3DFMT_R32G32_FLOAT:
4132 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4133 break;
4134 case WINED3DFMT_R32G32B32_FLOAT:
4135 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4136 break;
4137 case WINED3DFMT_R32G32B32A32_FLOAT:
4138 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4139 break;
4140
4141 case WINED3DFMT_R8G8B8A8_UINT:
4142 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4143 break;
4144 case WINED3DFMT_B8G8R8A8_UNORM:
4145 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4146 {
4147 const DWORD *src = (const DWORD *)ptr;
4148 DWORD c = *src & 0xff00ff00;
4149 c |= (*src & 0xff0000) >> 16;
4150 c |= (*src & 0xff) << 16;
4151 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4152 break;
4153 }
4154 /* else fallthrough */
4155 case WINED3DFMT_R8G8B8A8_UNORM:
4156 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4157 break;
4158
4159 case WINED3DFMT_R16G16_SINT:
4160 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4161 break;
4162 case WINED3DFMT_R16G16B16A16_SINT:
4163 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4164 break;
4165
4166 case WINED3DFMT_R16G16_SNORM:
4167 {
4168 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4169 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4170 break;
4171 }
4172 case WINED3DFMT_R16G16_UNORM:
4173 {
4174 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4175 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4176 break;
4177 }
4178 case WINED3DFMT_R16G16B16A16_SNORM:
4179 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4180 break;
4181 case WINED3DFMT_R16G16B16A16_UNORM:
4182 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4183 break;
4184
4185 case WINED3DFMT_R10G10B10A2_UINT:
4186 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4187 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4188 break;
4189 case WINED3DFMT_R10G10B10A2_SNORM:
4190 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4191 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4192 break;
4193
4194 case WINED3DFMT_R16G16_FLOAT:
4195 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4196 * byte float according to the IEEE standard
4197 */
4198 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4199 break;
4200 case WINED3DFMT_R16G16B16A16_FLOAT:
4201 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4202 break;
4203
4204 default:
4205 ERR("Unexpected declaration in stride 0 attributes\n");
4206 break;
4207
4208 }
4209 }
4210 }
4211 checkGLcall("Loading numbered arrays");
4212 }
4213
4214 /* Used from 2 different functions, and too big to justify making it inlined */
4215 static void loadVertexData(const struct wined3d_context *context, struct wined3d_stateblock *stateblock,
4216 const struct wined3d_stream_info *si)
4217 {
4218 const struct wined3d_gl_info *gl_info = context->gl_info;
4219 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4220 const struct wined3d_stream_info_element *e;
4221 const struct wined3d_stream_state *stream;
4222
4223 TRACE("Using fast vertex array code\n");
4224
4225 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4226 stateblock->device->instancedDraw = FALSE;
4227
4228 /* Blend Data ---------------------------------------------- */
4229 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4230 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4231 {
4232 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4233 stream = &stateblock->state.streams[e->stream_idx];
4234
4235 if (gl_info->supported[ARB_VERTEX_BLEND])
4236 {
4237 TRACE("Blend %u %p %u\n", e->format->component_count,
4238 e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4239
4240 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4241 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4242
4243 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4244
4245 if (curVBO != e->buffer_object)
4246 {
4247 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4248 checkGLcall("glBindBufferARB");
4249 curVBO = e->buffer_object;
4250 }
4251
4252 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4253 e->format->gl_vtx_format,
4254 e->format->gl_vtx_type,
4255 e->stride,
4256 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4257 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4258 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4259
4260 checkGLcall("glWeightPointerARB");
4261
4262 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4263 {
4264 static BOOL warned;
4265 if (!warned)
4266 {
4267 FIXME("blendMatrixIndices support\n");
4268 warned = TRUE;
4269 }
4270 }
4271 } else {
4272 /* TODO: support blends in drawStridedSlow
4273 * No need to write a FIXME here, this is done after the general vertex decl decoding
4274 */
4275 WARN("unsupported blending in openGl\n");
4276 }
4277 }
4278 else
4279 {
4280 if (gl_info->supported[ARB_VERTEX_BLEND])
4281 {
4282 static const GLbyte one = 1;
4283 GL_EXTCALL(glWeightbvARB(1, &one));
4284 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4285 }
4286 }
4287
4288 /* Point Size ----------------------------------------------*/
4289 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4290 {
4291 /* no such functionality in the fixed function GL pipeline */
4292 TRACE("Cannot change ptSize here in openGl\n");
4293 /* TODO: Implement this function in using shaders if they are available */
4294 }
4295
4296 /* Vertex Pointers -----------------------------------------*/
4297 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4298 {
4299 e = &si->elements[WINED3D_FFP_POSITION];
4300 stream = &stateblock->state.streams[e->stream_idx];
4301
4302 if (curVBO != e->buffer_object)
4303 {
4304 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4305 checkGLcall("glBindBufferARB");
4306 curVBO = e->buffer_object;
4307 }
4308
4309 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4310 handling for rhw mode should not impact screen position whereas in GL it does.
4311 This may result in very slightly distorted textures in rhw mode.
4312 There's always the other option of fixing the view matrix to
4313 prevent w from having any effect.
4314
4315 This only applies to user pointer sources, in VBOs the vertices are fixed up
4316 */
4317 if (!e->buffer_object)
4318 {
4319 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4320 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4321 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4322 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4323 }
4324 else
4325 {
4326 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4327 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4328 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4329 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4330 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4331 }
4332 checkGLcall("glVertexPointer(...)");
4333 glEnableClientState(GL_VERTEX_ARRAY);
4334 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4335 }
4336
4337 /* Normals -------------------------------------------------*/
4338 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4339 {
4340 e = &si->elements[WINED3D_FFP_NORMAL];
4341 stream = &stateblock->state.streams[e->stream_idx];
4342
4343 if (curVBO != e->buffer_object)
4344 {
4345 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4346 checkGLcall("glBindBufferARB");
4347 curVBO = e->buffer_object;
4348 }
4349
4350 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4351 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4352 glNormalPointer(e->format->gl_vtx_type, e->stride,
4353 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4354 checkGLcall("glNormalPointer(...)");
4355 glEnableClientState(GL_NORMAL_ARRAY);
4356 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4357
4358 } else {
4359 glNormal3f(0, 0, 0);
4360 checkGLcall("glNormal3f(0, 0, 0)");
4361 }
4362
4363 /* Diffuse Colour --------------------------------------------*/
4364 /* WARNING: Data here MUST be in RGBA format, so cannot */
4365 /* go directly into fast mode from app pgm, because */
4366 /* directx requires data in BGRA format. */
4367 /* currently fixupVertices swizzles the format, but this isn't*/
4368 /* very practical when using VBOs */
4369 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4370 /* , or the user doesn't care and wants the speed advantage */
4371
4372 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4373 {
4374 e = &si->elements[WINED3D_FFP_DIFFUSE];
4375 stream = &stateblock->state.streams[e->stream_idx];
4376
4377 if (curVBO != e->buffer_object)
4378 {
4379 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4380 checkGLcall("glBindBufferARB");
4381 curVBO = e->buffer_object;
4382 }
4383
4384 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4385 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4386 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4387 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4388 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4389 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4390 glEnableClientState(GL_COLOR_ARRAY);
4391 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4392
4393 } else {
4394 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4395 checkGLcall("glColor4f(1, 1, 1, 1)");
4396 }
4397
4398 /* Specular Colour ------------------------------------------*/
4399 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4400 {
4401 TRACE("setting specular colour\n");
4402
4403 e = &si->elements[WINED3D_FFP_SPECULAR];
4404 stream = &stateblock->state.streams[e->stream_idx];
4405
4406 if (gl_info->supported[EXT_SECONDARY_COLOR])
4407 {
4408 GLenum type = e->format->gl_vtx_type;
4409 GLint format = e->format->gl_vtx_format;
4410
4411 if (curVBO != e->buffer_object)
4412 {
4413 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4414 checkGLcall("glBindBufferARB");
4415 curVBO = e->buffer_object;
4416 }
4417
4418 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4419 {
4420 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4421 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4422 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4423 * 4 component secondary colors use it
4424 */
4425 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4426 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4427 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4428 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4429 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4430 }
4431 else
4432 {
4433 switch(type)
4434 {
4435 case GL_UNSIGNED_BYTE:
4436 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4437 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4438 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4439 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4440 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4441 break;
4442
4443 default:
4444 FIXME("Add 4 component specular color pointers for type %x\n", type);
4445 /* Make sure that the right color component is dropped */
4446 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4447 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4448 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4449 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4450 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4451 }
4452 }
4453 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4454 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4455 }
4456 else
4457 {
4458 WARN("Specular colour is not supported in this GL implementation.\n");
4459 }
4460 }
4461 else
4462 {
4463 if (gl_info->supported[EXT_SECONDARY_COLOR])
4464 {
4465 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4466 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4467 }
4468 else
4469 {
4470 WARN("Specular colour is not supported in this GL implementation.\n");
4471 }
4472 }
4473
4474 /* Texture coords -------------------------------------------*/
4475 loadTexCoords(gl_info, stateblock, si, &curVBO);
4476 }
4477
4478 static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4479 {
4480 struct wined3d_device *device = stateblock->device;
4481 BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4482 BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4483
4484 if (context->numberedArraysLoaded && !load_numbered)
4485 {
4486 unloadNumberedArrays(context);
4487 context->numberedArraysLoaded = FALSE;
4488 context->numbered_array_mask = 0;
4489 }
4490 else if (context->namedArraysLoaded)
4491 {
4492 unloadVertexData(context->gl_info);
4493 context->namedArraysLoaded = FALSE;
4494 }
4495
4496 if (load_numbered)
4497 {
4498 TRACE("Loading numbered arrays\n");
4499 loadNumberedArrays(stateblock, &device->strided_streams, context);
4500 context->numberedArraysLoaded = TRUE;
4501 }
4502 else if (load_named)
4503 {
4504 TRACE("Loading vertex data\n");
4505 loadVertexData(context, stateblock, &device->strided_streams);
4506 context->namedArraysLoaded = TRUE;
4507 }
4508 }
4509
4510 static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4511 {
4512 const struct wined3d_gl_info *gl_info = context->gl_info;
4513 const struct wined3d_state *state = &stateblock->state;
4514 struct wined3d_device *device = stateblock->device;
4515 BOOL useVertexShaderFunction = use_vs(state);
4516 BOOL usePixelShaderFunction = use_ps(state);
4517 BOOL updateFog = FALSE;
4518 BOOL transformed;
4519 BOOL wasrhw = context->last_was_rhw;
4520 unsigned int i;
4521
4522 transformed = device->strided_streams.position_transformed;
4523 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4524 updateFog = TRUE;
4525
4526 if (transformed) {
4527 context->last_was_rhw = TRUE;
4528 } else {
4529
4530 /* Untransformed, so relies on the view and projection matrices */
4531 context->last_was_rhw = FALSE;
4532 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4533 device->untransformed = TRUE;
4534 }
4535
4536 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4537 * off this function will be called again anyway to make sure they're properly set
4538 */
4539 if(!useVertexShaderFunction) {
4540 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4541 * or transformed / untransformed was switched
4542 */
4543 if(wasrhw != context->last_was_rhw &&
4544 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4545 !isStateDirty(context, STATE_VIEWPORT)) {
4546 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4547 }
4548 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4549 * mode.
4550 *
4551 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4552 * this check will fail and the matrix not applied again. This is OK because a simple
4553 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4554 * needs of the vertex declaration.
4555 *
4556 * World and view matrix go into the same gl matrix, so only apply them when neither is
4557 * dirty
4558 */
4559 if(transformed != wasrhw &&
4560 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4561 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4562 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4563 }
4564
4565 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4566 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4567 }
4568 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4569 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4570 }
4571
4572 if(context->last_was_vshader) {
4573 updateFog = TRUE;
4574 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4575 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4576 }
4577 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4578 {
4579 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4580 }
4581 }
4582 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4583 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4584 }
4585 } else {
4586 if(!context->last_was_vshader) {
4587 static BOOL warned = FALSE;
4588 if(!device->vs_clipping) {
4589 /* Disable all clip planes to get defined results on all drivers. See comment in the
4590 * state_clipping state handler
4591 */
4592 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4593 {
4594 glDisable(GL_CLIP_PLANE0 + i);
4595 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4596 }
4597
4598 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4599 {
4600 FIXME("Clipping not supported with vertex shaders\n");
4601 warned = TRUE;
4602 }
4603 }
4604 if(wasrhw) {
4605 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4606 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4607 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4608 * fixed function vertex processing states back in a sane state before switching to shaders
4609 */
4610 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4611 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4612 }
4613 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4614 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4615 }
4616 }
4617 updateFog = TRUE;
4618
4619 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4620 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4621 * device->vs_clipping is false.
4622 */
4623 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4624 {
4625 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4626 }
4627 }
4628 }
4629
4630 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4631 * application
4632 */
4633 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4634 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4635
4636 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4637 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4638 }
4639 }
4640
4641 context->last_was_vshader = useVertexShaderFunction;
4642
4643 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4644
4645 if(!useVertexShaderFunction) {
4646 int i;
4647 for(i = 0; i < MAX_TEXTURES; i++) {
4648 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4649 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4650 }
4651 }
4652 }
4653 }
4654
4655 static void viewport_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4656 {
4657 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
4658 UINT width, height;
4659 WINED3DVIEWPORT vp = stateblock->state.viewport;
4660
4661 if (vp.Width > target->resource.width)
4662 vp.Width = target->resource.width;
4663 if (vp.Height > target->resource.height)
4664 vp.Height = target->resource.height;
4665
4666 glDepthRange(vp.MinZ, vp.MaxZ);
4667 checkGLcall("glDepthRange");
4668 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4669 */
4670 if (context->render_offscreen)
4671 {
4672 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4673 } else {
4674 target->get_drawable_size(context, &width, &height);
4675
4676 glViewport(vp.X,
4677 (height - (vp.Y + vp.Height)),
4678 vp.Width, vp.Height);
4679 }
4680
4681 checkGLcall("glViewport");
4682 }
4683
4684 static void viewport_vertexpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4685 {
4686 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4687 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4688 }
4689 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4690 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4691 }
4692 /* Update the position fixup. */
4693 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4694 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4695 }
4696
4697 static void light(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4698 {
4699 UINT Index = state - STATE_ACTIVELIGHT(0);
4700 const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4701
4702 if(!lightInfo) {
4703 glDisable(GL_LIGHT0 + Index);
4704 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4705 } else {
4706 float quad_att;
4707 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4708
4709 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4710 glMatrixMode(GL_MODELVIEW);
4711 glPushMatrix();
4712 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4713
4714 /* Diffuse: */
4715 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4716 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4717 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4718 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4719 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4720 checkGLcall("glLightfv");
4721
4722 /* Specular */
4723 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4724 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4725 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4726 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4727 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4728 checkGLcall("glLightfv");
4729
4730 /* Ambient */
4731 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4732 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4733 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4734 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4735 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4736 checkGLcall("glLightfv");
4737
4738 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4739 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4740 } else {
4741 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4742 }
4743
4744 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4745 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4746 * Attenuation0 to NaN and crashes in the gl lib
4747 */
4748
4749 switch (lightInfo->OriginalParms.Type) {
4750 case WINED3DLIGHT_POINT:
4751 /* Position */
4752 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4753 checkGLcall("glLightfv");
4754 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4755 checkGLcall("glLightf");
4756 /* Attenuation - Are these right? guessing... */
4757 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4758 checkGLcall("glLightf");
4759 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4760 checkGLcall("glLightf");
4761 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4762 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4763 checkGLcall("glLightf");
4764 /* FIXME: Range */
4765 break;
4766
4767 case WINED3DLIGHT_SPOT:
4768 /* Position */
4769 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4770 checkGLcall("glLightfv");
4771 /* Direction */
4772 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4773 checkGLcall("glLightfv");
4774 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4775 checkGLcall("glLightf");
4776 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4777 checkGLcall("glLightf");
4778 /* Attenuation - Are these right? guessing... */
4779 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4780 checkGLcall("glLightf");
4781 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4782 checkGLcall("glLightf");
4783 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4784 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4785 checkGLcall("glLightf");
4786 /* FIXME: Range */
4787 break;
4788
4789 case WINED3DLIGHT_DIRECTIONAL:
4790 /* Direction */
4791 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4792 checkGLcall("glLightfv");
4793 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4794 checkGLcall("glLightf");
4795 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4796 checkGLcall("glLightf");
4797 break;
4798
4799 default:
4800 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4801 }
4802
4803 /* Restore the modelview matrix */
4804 glPopMatrix();
4805
4806 glEnable(GL_LIGHT0 + Index);
4807 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4808 }
4809 }
4810
4811 static void scissorrect(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4812 {
4813 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
4814 RECT *pRect = &stateblock->state.scissor_rect;
4815 UINT height;
4816 UINT width;
4817
4818 target->get_drawable_size(context, &width, &height);
4819 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4820 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4821 */
4822 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4823 pRect->right - pRect->left, pRect->bottom - pRect->top);
4824
4825 if (context->render_offscreen)
4826 {
4827 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4828 } else {
4829 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4830 }
4831 checkGLcall("glScissor");
4832 }
4833
4834 static void indexbuffer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4835 {
4836 const struct wined3d_gl_info *gl_info = context->gl_info;
4837
4838 if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4839 {
4840 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4841 }
4842 else
4843 {
4844 struct wined3d_buffer *ib = stateblock->state.index_buffer;
4845 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4846 }
4847 }
4848
4849 static void frontface(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4850 {
4851 if (context->render_offscreen)
4852 {
4853 glFrontFace(GL_CCW);
4854 checkGLcall("glFrontFace(GL_CCW)");
4855 } else {
4856 glFrontFace(GL_CW);
4857 checkGLcall("glFrontFace(GL_CW)");
4858 }
4859 }
4860
4861 static void psorigin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4862 {
4863 static BOOL warned;
4864
4865 if (!warned)
4866 {
4867 WARN("Point sprite coordinate origin switching not supported.\n");
4868 warned = TRUE;
4869 }
4870 }
4871
4872 static void psorigin(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4873 {
4874 const struct wined3d_gl_info *gl_info = context->gl_info;
4875 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4876
4877 if (glPointParameteri)
4878 {
4879 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4880 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4881 }
4882 else if (gl_info->supported[NV_POINT_SPRITE])
4883 {
4884 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4885 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4886 }
4887 }
4888
4889 const struct StateEntryTemplate misc_state_template[] = {
4890 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4893 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4902 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4903 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4904 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4905 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4906
4907 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4908 * vshader loadings are untied from each other
4909 */
4910 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4911 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4960
4961 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4962 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4963 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5000 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5036 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5038 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5042 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5044 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5048 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5050 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5052 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5054 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5057 /* Samplers */
5058 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5059 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5060 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5061 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5062 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5063 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5064 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5065 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5066 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5068 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5069 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5071 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5072 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5078 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5079 };
5080
5081 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5082 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5083 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5086 /* Clip planes */
5087 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5119 /* Lights */
5120 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5121 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5122 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5123 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5124 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5125 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5126 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5127 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5128 /* Viewport */
5129 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5130 /* Transform states follow */
5131 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5398 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5399 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5400 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5401 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5402 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5403 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5404 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5405 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5413 /* Fog */
5414 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5416 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5417 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5418 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5419 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5422 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5423 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5424 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5425 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5426 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5429 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5431 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5432 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5434 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5435 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5437 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5443 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5444 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5447
5448 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5449 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5450 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5451 */
5452 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5453 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5454 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5455 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5456 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5457 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5458 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5459 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5460 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5461 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5462 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5463 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5464 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5465 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5466 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5467 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5468 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5469 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5470 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5471 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5472 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5473 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5474 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5475 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5476 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5477 };
5478
5479 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5480 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5561 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5562 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5563 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5564 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5565 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5566 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5569 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5571 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5572 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5573 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5574 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5575 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5576 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5577 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5578 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5579 };
5580
5581 /* Context activation and GL locking are done by the caller. */
5582 static void ffp_enable(BOOL enable) {}
5583
5584 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5585 {
5586 caps->PrimitiveMiscCaps = 0;
5587 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5588 | WINED3DTEXOPCAPS_ADDSIGNED
5589 | WINED3DTEXOPCAPS_ADDSIGNED2X
5590 | WINED3DTEXOPCAPS_MODULATE
5591 | WINED3DTEXOPCAPS_MODULATE2X
5592 | WINED3DTEXOPCAPS_MODULATE4X
5593 | WINED3DTEXOPCAPS_SELECTARG1
5594 | WINED3DTEXOPCAPS_SELECTARG2
5595 | WINED3DTEXOPCAPS_DISABLE;
5596
5597 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5598 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5599 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5600 {
5601 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5602 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5603 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5604 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5605 | WINED3DTEXOPCAPS_LERP
5606 | WINED3DTEXOPCAPS_SUBTRACT;
5607 }
5608 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5609 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5610 {
5611 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5612 | WINED3DTEXOPCAPS_MULTIPLYADD
5613 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5614 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5615 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5616 }
5617 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5618 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5619
5620 caps->MaxTextureBlendStages = gl_info->limits.textures;
5621 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5622 }
5623
5624 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5625 static void ffp_fragment_free(struct wined3d_device *device) {}
5626 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5627 {
5628 if (TRACE_ON(d3d))
5629 {
5630 TRACE("Checking support for fixup:\n");
5631 dump_color_fixup_desc(fixup);
5632 }
5633
5634 /* We only support identity conversions. */
5635 if (is_identity_fixup(fixup))
5636 {
5637 TRACE("[OK]\n");
5638 return TRUE;
5639 }
5640
5641 TRACE("[FAILED]\n");
5642 return FALSE;
5643 }
5644
5645 const struct fragment_pipeline ffp_fragment_pipeline = {
5646 ffp_enable,
5647 ffp_fragment_get_caps,
5648 ffp_fragment_alloc,
5649 ffp_fragment_free,
5650 ffp_color_fixup_supported,
5651 ffp_fragmentstate_template,
5652 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5653 };
5654
5655 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5656 {
5657 unsigned int i;
5658 for(i = 0; funcs[i]; i++);
5659 return i;
5660 }
5661
5662 static void multistate_apply_2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5663 {
5664 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5665 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5666 }
5667
5668 static void multistate_apply_3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5669 {
5670 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5671 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5672 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5673 }
5674
5675 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5676 {
5677 unsigned int start, last, i;
5678
5679 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5680 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5681 for (i = start; i <= last; ++i)
5682 {
5683 state_table[i].representative = 0;
5684 state_table[i].apply = state_undefined;
5685 }
5686
5687 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5688 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5689 for (i = start; i <= last; ++i)
5690 {
5691 state_table[i].representative = 0;
5692 state_table[i].apply = state_undefined;
5693 }
5694
5695 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5696 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5697 for (i = start; i <= last; ++i)
5698 {
5699 state_table[i].representative = 0;
5700 state_table[i].apply = state_undefined;
5701 }
5702 }
5703
5704 static void validate_state_table(struct StateEntry *state_table)
5705 {
5706 static const struct
5707 {
5708 DWORD first;
5709 DWORD last;
5710 }
5711 rs_holes[] =
5712 {
5713 { 1, 1},
5714 { 3, 3},
5715 { 17, 18},
5716 { 21, 21},
5717 { 42, 45},
5718 { 47, 47},
5719 { 61, 127},
5720 {149, 150},
5721 {169, 169},
5722 {177, 177},
5723 {196, 197},
5724 { 0, 0},
5725 };
5726 static const DWORD simple_states[] =
5727 {
5728 STATE_MATERIAL,
5729 STATE_VDECL,
5730 STATE_STREAMSRC,
5731 STATE_INDEXBUFFER,
5732 STATE_VERTEXSHADERCONSTANT,
5733 STATE_PIXELSHADERCONSTANT,
5734 STATE_VSHADER,
5735 STATE_PIXELSHADER,
5736 STATE_VIEWPORT,
5737 STATE_SCISSORRECT,
5738 STATE_FRONTFACE,
5739 STATE_POINTSPRITECOORDORIGIN,
5740 };
5741 unsigned int i, current;
5742
5743 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5744 {
5745 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5746 {
5747 if (!state_table[i].representative)
5748 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5749 }
5750 else if (state_table[i].representative)
5751 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5752
5753 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5754 }
5755
5756 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5757 {
5758 if (!state_table[simple_states[i]].representative)
5759 ERR("State %s (%#x) should have a representative.\n",
5760 debug_d3dstate(simple_states[i]), simple_states[i]);
5761 }
5762
5763 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5764 {
5765 DWORD rep = state_table[i].representative;
5766 if (rep)
5767 {
5768 if (state_table[rep].representative != rep)
5769 {
5770 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5771 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5772 state_table[i].representative = 0;
5773 }
5774
5775 if (rep != i)
5776 {
5777 if (state_table[i].apply)
5778 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5779 }
5780 else if (!state_table[i].apply)
5781 {
5782 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5783 }
5784 }
5785 }
5786 }
5787
5788 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5789 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5790 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5791 {
5792 unsigned int i, type, handlers;
5793 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5794 const struct StateEntryTemplate *cur;
5795 BOOL set[STATE_HIGHEST + 1];
5796
5797 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5798
5799 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5800 StateTable[i].representative = 0;
5801 StateTable[i].apply = state_undefined;
5802 }
5803
5804 for(type = 0; type < 3; type++) {
5805 /* This switch decides the order in which the states are applied */
5806 switch(type) {
5807 case 0: cur = misc; break;
5808 case 1: cur = fragment->states; break;
5809 case 2: cur = vertex; break;
5810 default: cur = NULL; /* Stupid compiler */
5811 }
5812 if(!cur) continue;
5813
5814 /* GL extension filtering should not prevent multiple handlers being applied from different
5815 * pipeline parts
5816 */
5817 memset(set, 0, sizeof(set));
5818
5819 for(i = 0; cur[i].state; i++) {
5820 APPLYSTATEFUNC *funcs_array;
5821
5822 /* Only use the first matching state with the available extension from one template.
5823 * e.g.
5824 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5825 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5826 *
5827 * if GL_XYZ_fancy is supported, ignore the 2nd line
5828 */
5829 if(set[cur[i].state]) continue;
5830 /* Skip state lines depending on unsupported extensions */
5831 if (!gl_info->supported[cur[i].extension]) continue;
5832 set[cur[i].state] = TRUE;
5833 /* In some cases having an extension means that nothing has to be
5834 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5835 * supported, the texture coordinate fixup can be ignored. If the
5836 * apply function is used, mark the state set(done above) to prevent
5837 * applying later lines, but do not record anything in the state
5838 * table
5839 */
5840 if (!cur[i].content.representative) continue;
5841
5842 handlers = num_handlers(multistate_funcs[cur[i].state]);
5843 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5844 switch(handlers) {
5845 case 0:
5846 StateTable[cur[i].state].apply = cur[i].content.apply;
5847 break;
5848 case 1:
5849 StateTable[cur[i].state].apply = multistate_apply_2;
5850 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5851 0,
5852 sizeof(**dev_multistate_funcs) * 2);
5853 if (!dev_multistate_funcs[cur[i].state]) {
5854 goto out_of_mem;
5855 }
5856
5857 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5858 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5859 break;
5860 case 2:
5861 StateTable[cur[i].state].apply = multistate_apply_3;
5862 funcs_array = HeapReAlloc(GetProcessHeap(),
5863 0,
5864 dev_multistate_funcs[cur[i].state],
5865 sizeof(**dev_multistate_funcs) * 3);
5866 if (!funcs_array) {
5867 goto out_of_mem;
5868 }
5869
5870 dev_multistate_funcs[cur[i].state] = funcs_array;
5871 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5872 break;
5873 default:
5874 ERR("Unexpected amount of state handlers for state %u: %u\n",
5875 cur[i].state, handlers + 1);
5876 }
5877
5878 if(StateTable[cur[i].state].representative &&
5879 StateTable[cur[i].state].representative != cur[i].content.representative) {
5880 FIXME("State %u has different representatives in different pipeline parts\n",
5881 cur[i].state);
5882 }
5883 StateTable[cur[i].state].representative = cur[i].content.representative;
5884 }
5885 }
5886
5887 prune_invalid_states(StateTable, gl_info);
5888 validate_state_table(StateTable);
5889
5890 return WINED3D_OK;
5891
5892 out_of_mem:
5893 for (i = 0; i <= STATE_HIGHEST; ++i) {
5894 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5895 }
5896
5897 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5898
5899 return E_OUTOFMEMORY;
5900 }