--- /dev/null
- fogstart = -1.0f / 0.0f;
+/*
+ * Direct3D state management
+ *
+ * Copyright 2002 Lionel Ulmer
+ * Copyright 2002-2005 Jason Edmeades
+ * Copyright 2003-2004 Raphael Junqueira
+ * Copyright 2004 Christian Costa
+ * Copyright 2005 Oliver Stieber
+ * Copyright 2006 Henri Verbeet
+ * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2009-2011 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#include "config.h"
+#include <stdio.h>
+#ifdef HAVE_FLOAT_H
+# include <float.h>
+#endif
+#include "wined3d_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
+
+/* GL locking for state handlers is done by the caller. */
+
+static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context);
+
+static void state_undefined(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ ERR("Undefined state.\n");
+}
+
+static void state_nop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
+}
+
+static void state_fillmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
+
+ switch(Value) {
+ case WINED3DFILL_POINT:
+ glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
+ checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
+ break;
+ case WINED3DFILL_WIREFRAME:
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
+ break;
+ case WINED3DFILL_SOLID:
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
+ break;
+ default:
+ FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
+ }
+}
+
+static void state_lighting(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ /* Lighting is not enabled if transformed vertices are drawn
+ * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
+ * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
+ * vertex declaration applying function calls this function for updating
+ */
+
+ if(isStateDirty(context, STATE_VDECL)) {
+ return;
+ }
+
+ if (stateblock->state.render_states[WINED3DRS_LIGHTING]
+ && !stateblock->device->strided_streams.position_transformed)
+ {
+ glEnable(GL_LIGHTING);
+ checkGLcall("glEnable GL_LIGHTING");
+ } else {
+ glDisable(GL_LIGHTING);
+ checkGLcall("glDisable GL_LIGHTING");
+ }
+}
+
+static void state_zenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ /* No z test without depth stencil buffers */
+ if (!stateblock->device->fb.depth_stencil)
+ {
+ TRACE("No Z buffer - disabling depth test\n");
+ glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
+ checkGLcall("glDisable GL_DEPTH_TEST");
+ return;
+ }
+
+ switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
+ {
+ case WINED3DZB_FALSE:
+ glDisable(GL_DEPTH_TEST);
+ checkGLcall("glDisable GL_DEPTH_TEST");
+ break;
+ case WINED3DZB_TRUE:
+ glEnable(GL_DEPTH_TEST);
+ checkGLcall("glEnable GL_DEPTH_TEST");
+ break;
+ case WINED3DZB_USEW:
+ glEnable(GL_DEPTH_TEST);
+ checkGLcall("glEnable GL_DEPTH_TEST");
+ FIXME("W buffer is not well handled\n");
+ break;
+ default:
+ FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
+ stateblock->state.render_states[WINED3DRS_ZENABLE]);
+ }
+}
+
+static void state_cullmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ /* glFrontFace() is set in context.c at context init and on an
+ * offscreen / onscreen rendering switch. */
+ switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
+ {
+ case WINED3DCULL_NONE:
+ glDisable(GL_CULL_FACE);
+ checkGLcall("glDisable GL_CULL_FACE");
+ break;
+ case WINED3DCULL_CW:
+ glEnable(GL_CULL_FACE);
+ checkGLcall("glEnable GL_CULL_FACE");
+ glCullFace(GL_FRONT);
+ checkGLcall("glCullFace(GL_FRONT)");
+ break;
+ case WINED3DCULL_CCW:
+ glEnable(GL_CULL_FACE);
+ checkGLcall("glEnable GL_CULL_FACE");
+ glCullFace(GL_BACK);
+ checkGLcall("glCullFace(GL_BACK)");
+ break;
+ default:
+ FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
+ stateblock->state.render_states[WINED3DRS_CULLMODE]);
+ }
+}
+
+static void state_shademode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
+ {
+ case WINED3DSHADE_FLAT:
+ glShadeModel(GL_FLAT);
+ checkGLcall("glShadeModel(GL_FLAT)");
+ break;
+ case WINED3DSHADE_GOURAUD:
+ glShadeModel(GL_SMOOTH);
+ checkGLcall("glShadeModel(GL_SMOOTH)");
+ break;
+ case WINED3DSHADE_PHONG:
+ FIXME("WINED3DSHADE_PHONG isn't supported\n");
+ break;
+ default:
+ FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
+ stateblock->state.render_states[WINED3DRS_SHADEMODE]);
+ }
+}
+
+static void state_ditherenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
+ {
+ glEnable(GL_DITHER);
+ checkGLcall("glEnable GL_DITHER");
+ }
+ else
+ {
+ glDisable(GL_DITHER);
+ checkGLcall("glDisable GL_DITHER");
+ }
+}
+
+static void state_zwritenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
+ * If yes, this has to be merged with ZENABLE and ZFUNC. */
+ if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
+ {
+ glDepthMask(1);
+ checkGLcall("glDepthMask(1)");
+ }
+ else
+ {
+ glDepthMask(0);
+ checkGLcall("glDepthMask(0)");
+ }
+}
+
+static void state_zfunc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
+
+ if (!depth_func) return;
+
+ if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
+ {
+ static BOOL once;
+ /* There are a few issues with this: First, our inability to
+ * select a proper Z depth, most of the time we're stuck with
+ * D24S8, even if the app selects D32 or D16. There seem to be
+ * some other precision problems which have to be debugged to
+ * make NOTEQUAL and EQUAL work properly. */
+ if (!once)
+ {
+ once = TRUE;
+ FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
+ }
+ }
+
+ glDepthFunc(depth_func);
+ checkGLcall("glDepthFunc");
+}
+
+static void state_ambient(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ float col[4];
+ D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
+
+ TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
+ checkGLcall("glLightModel for MODEL_AMBIENT");
+}
+
+static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
+{
+ switch (factor)
+ {
+ case WINED3DBLEND_ZERO:
+ return GL_ZERO;
+ case WINED3DBLEND_ONE:
+ return GL_ONE;
+ case WINED3DBLEND_SRCCOLOR:
+ return GL_SRC_COLOR;
+ case WINED3DBLEND_INVSRCCOLOR:
+ return GL_ONE_MINUS_SRC_COLOR;
+ case WINED3DBLEND_SRCALPHA:
+ return GL_SRC_ALPHA;
+ case WINED3DBLEND_INVSRCALPHA:
+ return GL_ONE_MINUS_SRC_ALPHA;
+ case WINED3DBLEND_DESTCOLOR:
+ return GL_DST_COLOR;
+ case WINED3DBLEND_INVDESTCOLOR:
+ return GL_ONE_MINUS_DST_COLOR;
+ /* To compensate for the lack of format switching with backbuffer
+ * offscreen rendering, and with onscreen rendering, we modify the
+ * alpha test parameters for (INV)DESTALPHA if the render target
+ * doesn't support alpha blending. A nonexistent alpha channel
+ * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
+ * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
+ case WINED3DBLEND_DESTALPHA:
+ return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
+ case WINED3DBLEND_INVDESTALPHA:
+ return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
+ case WINED3DBLEND_SRCALPHASAT:
+ return GL_SRC_ALPHA_SATURATE;
+ case WINED3DBLEND_BLENDFACTOR:
+ return GL_CONSTANT_COLOR_EXT;
+ case WINED3DBLEND_INVBLENDFACTOR:
+ return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
+ default:
+ FIXME("Unhandled blend factor %#x.\n", factor);
+ return GL_NONE;
+ }
+}
+
+static void state_blend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ GLenum srcBlend, dstBlend;
+ WINED3DBLEND d3d_blend;
+
+ /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
+ * blending parameters to work. */
+ if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
+ || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
+ || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
+ {
+ /* Disable blending in all cases even without pixelshaders.
+ * With blending on we could face a big performance penalty.
+ * The d3d9 visual test confirms the behavior. */
+ if (context->render_offscreen
+ && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
+ {
+ glDisable(GL_BLEND);
+ checkGLcall("glDisable GL_BLEND");
+ return;
+ } else {
+ glEnable(GL_BLEND);
+ checkGLcall("glEnable GL_BLEND");
+ }
+ } else {
+ glDisable(GL_BLEND);
+ checkGLcall("glDisable GL_BLEND");
+ /* Nothing more to do - get out */
+ return;
+ };
+
+ /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
+ * source blending values which are still valid up to d3d9. They should
+ * not occur as dest blend values. */
+ d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLEND];
+ if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
+ {
+ srcBlend = GL_SRC_ALPHA;
+ dstBlend = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
+ {
+ srcBlend = GL_ONE_MINUS_SRC_ALPHA;
+ dstBlend = GL_SRC_ALPHA;
+ }
+ else
+ {
+ srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
+ dstBlend = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLEND],
+ target->resource.format);
+ }
+
+ if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
+ || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
+ {
+ glEnable(GL_LINE_SMOOTH);
+ checkGLcall("glEnable(GL_LINE_SMOOTH)");
+ if(srcBlend != GL_SRC_ALPHA) {
+ WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
+ }
+ if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
+ WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
+ }
+ } else {
+ glDisable(GL_LINE_SMOOTH);
+ checkGLcall("glDisable(GL_LINE_SMOOTH)");
+ }
+
+ /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
+ if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
+ state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
+ }
+
+ if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
+ {
+ GLenum srcBlendAlpha, dstBlendAlpha;
+
+ /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
+ if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
+ {
+ WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
+ return;
+ }
+
+ /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
+ * source blending values which are still valid up to d3d9. They should
+ * not occur as dest blend values. */
+ d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA];
+ if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
+ {
+ srcBlendAlpha = GL_SRC_ALPHA;
+ dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
+ {
+ srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
+ dstBlendAlpha = GL_SRC_ALPHA;
+ }
+ else
+ {
+ srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
+ dstBlendAlpha = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA],
+ target->resource.format);
+ }
+
+ GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
+ checkGLcall("glBlendFuncSeparateEXT");
+ } else {
+ TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
+ glBlendFunc(srcBlend, dstBlend);
+ checkGLcall("glBlendFunc");
+ }
+
+ /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
+ so it may need updating */
+ if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
+ stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
+}
+
+static void state_blendfactor_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
+}
+
+static void state_blendfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ float col[4];
+
+ TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
+ D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
+ GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
+ checkGLcall("glBlendColor");
+}
+
+static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ int glParm = 0;
+ float ref;
+ BOOL enable_ckey = FALSE;
+
+ TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
+
+ /* Find out if the texture on the first stage has a ckey set
+ * The alpha state func reads the texture settings, even though alpha and texture are not grouped
+ * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
+ * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
+ * in case it finds some texture+colorkeyenable combination which needs extra care.
+ */
+ if (stateblock->state.textures[0])
+ {
+ struct wined3d_texture *texture = stateblock->state.textures[0];
+ GLenum texture_dimensions = texture->target;
+
+ if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
+ {
+ struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
+
+ if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
+ {
+ /* The surface conversion does not do color keying conversion for surfaces that have an alpha
+ * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
+ * surface has alpha bits */
+ if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
+ }
+ }
+ }
+
+ if (enable_ckey || context->last_was_ckey)
+ stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
+ context->last_was_ckey = enable_ckey;
+
+ if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
+ || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
+ {
+ glEnable(GL_ALPHA_TEST);
+ checkGLcall("glEnable GL_ALPHA_TEST");
+ } else {
+ glDisable(GL_ALPHA_TEST);
+ checkGLcall("glDisable GL_ALPHA_TEST");
+ /* Alpha test is disabled, don't bother setting the params - it will happen on the next
+ * enable call
+ */
+ return;
+ }
+
+ if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
+ {
+ glParm = GL_NOTEQUAL;
+ ref = 0.0f;
+ } else {
+ ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
+ glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
+ }
+ if(glParm) {
+ glAlphaFunc(glParm, ref);
+ checkGLcall("glAlphaFunc");
+ }
+}
+
+static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state *state = &stateblock->state;
+ DWORD enable = 0xFFFFFFFF;
+ DWORD disable = 0x00000000;
+
+ if (!stateblock->device->vs_clipping && use_vs(state))
+ {
+ /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
+ * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
+ * conditions I got sick of tracking down. The shader state handler disables all clip planes because
+ * of that - don't do anything here and keep them disabled
+ */
+ if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
+ {
+ static BOOL warned = FALSE;
+ if(!warned) {
+ FIXME("Clipping not supported with vertex shaders\n");
+ warned = TRUE;
+ }
+ }
+ return;
+ }
+
+ /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
+ * of already set values
+ */
+
+ /* If enabling / disabling all
+ * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
+ */
+ if (state->render_states[WINED3DRS_CLIPPING])
+ {
+ enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
+ disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
+ if (gl_info->supported[ARB_DEPTH_CLAMP])
+ {
+ glDisable(GL_DEPTH_CLAMP);
+ checkGLcall("glDisable(GL_DEPTH_CLAMP)");
+ }
+ } else {
+ disable = 0xffffffff;
+ enable = 0x00;
+ if (gl_info->supported[ARB_DEPTH_CLAMP])
+ {
+ glEnable(GL_DEPTH_CLAMP);
+ checkGLcall("glEnable(GL_DEPTH_CLAMP)");
+ }
+ else
+ {
+ FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
+ }
+ }
+
+ if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
+ if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
+ if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
+ if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
+ if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
+ if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
+
+ if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
+ if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
+ if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
+ if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
+ if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
+ if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
+
+ /** update clipping status */
+ if (enable)
+ {
+ stateblock->state.clip_status.ClipUnion = 0;
+ stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
+ }
+ else
+ {
+ stateblock->state.clip_status.ClipUnion = 0;
+ stateblock->state.clip_status.ClipIntersection = 0;
+ }
+}
+
+static void state_blendop_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
+}
+
+static GLenum gl_blend_op(WINED3DBLENDOP op)
+{
+ switch (op)
+ {
+ case WINED3DBLENDOP_ADD:
+ return GL_FUNC_ADD_EXT;
+ case WINED3DBLENDOP_SUBTRACT:
+ return GL_FUNC_SUBTRACT_EXT;
+ case WINED3DBLENDOP_REVSUBTRACT:
+ return GL_FUNC_REVERSE_SUBTRACT_EXT;
+ case WINED3DBLENDOP_MIN:
+ return GL_MIN_EXT;
+ case WINED3DBLENDOP_MAX:
+ return GL_MAX_EXT;
+ default:
+ FIXME("Unhandled blend op %#x.\n", op);
+ return GL_NONE;
+ }
+}
+
+static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ int blendEquation = GL_FUNC_ADD_EXT;
+ int blendEquationAlpha = GL_FUNC_ADD_EXT;
+
+ /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
+ if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
+ && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
+ {
+ WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
+ return;
+ }
+
+ blendEquation = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOP]);
+ blendEquationAlpha = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
+
+ if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
+ {
+ TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
+ GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
+ checkGLcall("glBlendEquationSeparateEXT");
+ } else {
+ TRACE("glBlendEquation(%x)\n", blendEquation);
+ GL_EXTCALL(glBlendEquationEXT(blendEquation));
+ checkGLcall("glBlendEquation");
+ }
+}
+
+static void state_specularenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
+ * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
+ * specular color. This is wrong:
+ * Separate specular color means the specular colour is maintained separately, whereas
+ * single color means it is merged in. However in both cases they are being used to
+ * some extent.
+ * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
+ * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
+ * running 1.4 yet!
+ *
+ *
+ * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
+ * Instead, we need to setup the FinalCombiner properly.
+ *
+ * The default setup for the FinalCombiner is:
+ *
+ * <variable> <input> <mapping> <usage>
+ * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
+ * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
+ * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
+ * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
+ * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
+ * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
+ * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
+ *
+ * That's pretty much fine as it is, except for variable B, which needs to take
+ * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
+ * whether WINED3DRS_SPECULARENABLE is enabled or not.
+ */
+
+ TRACE("Setting specular enable state and materials\n");
+ if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
+ checkGLcall("glMaterialfv");
+
+ if (stateblock->state.material.Power > gl_info->limits.shininess)
+ {
+ /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
+ * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
+ * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
+ * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
+ * them, it should be safe to do so without major visual distortions.
+ */
+ WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
+ }
+ else
+ {
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
+ }
+ checkGLcall("glMaterialf(GL_SHININESS)");
+
+ if (gl_info->supported[EXT_SECONDARY_COLOR])
+ {
+ glEnable(GL_COLOR_SUM_EXT);
+ }
+ else
+ {
+ TRACE("Specular colors cannot be enabled in this version of opengl\n");
+ }
+ checkGLcall("glEnable(GL_COLOR_SUM)");
+
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ {
+ GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
+ checkGLcall("glFinalCombinerInputNV()");
+ }
+ } else {
+ static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* for the case of enabled lighting: */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
+ checkGLcall("glMaterialfv");
+
+ /* for the case of disabled lighting: */
+ if (gl_info->supported[EXT_SECONDARY_COLOR])
+ {
+ glDisable(GL_COLOR_SUM_EXT);
+ }
+ else
+ {
+ TRACE("Specular colors cannot be disabled in this version of opengl\n");
+ }
+ checkGLcall("glDisable(GL_COLOR_SUM)");
+
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ {
+ GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
+ checkGLcall("glFinalCombinerInputNV()");
+ }
+ }
+
+ TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+ stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
+ stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
+ TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+ stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
+ stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
+ TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+ stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
+ stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
+ TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+ stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
+ stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
+ checkGLcall("glMaterialfv(GL_AMBIENT)");
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
+ checkGLcall("glMaterialfv(GL_DIFFUSE)");
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
+ checkGLcall("glMaterialfv(GL_EMISSION)");
+}
+
+static void state_texfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int i;
+
+ /* Note the texture color applies to all textures whereas
+ * GL_TEXTURE_ENV_COLOR applies to active only
+ */
+ float col[4];
+ D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
+
+ /* And now the default texture color as well */
+ for (i = 0; i < gl_info->limits.texture_stages; ++i)
+ {
+ /* Note the WINED3DRS value applies to all textures, but GL has one
+ * per texture, so apply it now ready to be used!
+ */
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
+ checkGLcall("glActiveTextureARB");
+
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
+ checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
+ }
+}
+
+static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
+ GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
+ GL_EXTCALL(glActiveStencilFaceEXT(face));
+ checkGLcall("glActiveStencilFaceEXT(...)");
+ glStencilFunc(func, ref, mask);
+ checkGLcall("glStencilFunc(...)");
+ glStencilOp(stencilFail, depthFail, stencilPass);
+ checkGLcall("glStencilOp(...)");
+}
+
+static void state_stencil(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ DWORD onesided_enable = FALSE;
+ DWORD twosided_enable = FALSE;
+ GLint func = GL_ALWAYS;
+ GLint func_ccw = GL_ALWAYS;
+ GLint ref = 0;
+ GLuint mask = 0;
+ GLint stencilFail = GL_KEEP;
+ GLint depthFail = GL_KEEP;
+ GLint stencilPass = GL_KEEP;
+ GLint stencilFail_ccw = GL_KEEP;
+ GLint depthFail_ccw = GL_KEEP;
+ GLint stencilPass_ccw = GL_KEEP;
+
+ /* No stencil test without a stencil buffer. */
+ if (!stateblock->device->fb.depth_stencil)
+ {
+ glDisable(GL_STENCIL_TEST);
+ checkGLcall("glDisable GL_STENCIL_TEST");
+ return;
+ }
+
+ onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
+ twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
+ if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
+ func = GL_ALWAYS;
+ if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
+ func_ccw = GL_ALWAYS;
+ ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
+ mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
+ stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
+ depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
+ stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
+ stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
+ depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
+ stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
+
+ TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
+ "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
+ "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
+ onesided_enable, twosided_enable, ref, mask,
+ func, stencilFail, depthFail, stencilPass,
+ func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
+
+ if (twosided_enable && onesided_enable) {
+ glEnable(GL_STENCIL_TEST);
+ checkGLcall("glEnable GL_STENCIL_TEST");
+
+ if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
+ {
+ /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
+ * which has an effect on the code below too. If we apply the front face
+ * afterwards, we are sure that the active stencil face is set to front,
+ * and other stencil functions which do not use two sided stencil do not have
+ * to set it back
+ */
+ renderstate_stencil_twosided(context, GL_BACK,
+ func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
+ renderstate_stencil_twosided(context, GL_FRONT,
+ func, ref, mask, stencilFail, depthFail, stencilPass);
+ }
+ else if (gl_info->supported[ATI_SEPARATE_STENCIL])
+ {
+ GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
+ checkGLcall("glStencilFuncSeparateATI(...)");
+ GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
+ checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
+ GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
+ checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
+ } else {
+ ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
+ }
+ }
+ else if(onesided_enable)
+ {
+ if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
+ {
+ glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+ checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
+ }
+
+ /* This code disables the ATI extension as well, since the standard stencil functions are equal
+ * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
+ */
+ glEnable(GL_STENCIL_TEST);
+ checkGLcall("glEnable GL_STENCIL_TEST");
+ glStencilFunc(func, ref, mask);
+ checkGLcall("glStencilFunc(...)");
+ glStencilOp(stencilFail, depthFail, stencilPass);
+ checkGLcall("glStencilOp(...)");
+ } else {
+ glDisable(GL_STENCIL_TEST);
+ checkGLcall("glDisable GL_STENCIL_TEST");
+ }
+}
+
+static void state_stencilwrite2s(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
+ checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
+ glStencilMask(mask);
+ checkGLcall("glStencilMask");
+ GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
+ checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
+ glStencilMask(mask);
+}
+
+static void state_stencilwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
+
+ glStencilMask(mask);
+ checkGLcall("glStencilMask");
+}
+
+static void state_fog_vertexpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+
+ TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
+
+ if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
+
+ /* Table fog on: Never use fog coords, and use per-fragment fog */
+ if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
+ {
+ glHint(GL_FOG_HINT, GL_NICEST);
+ if(context->fog_coord) {
+ glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
+ checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
+ context->fog_coord = FALSE;
+ }
+ return;
+ }
+
+ /* Otherwise use per-vertex fog in any case */
+ glHint(GL_FOG_HINT, GL_FASTEST);
+
+ if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
+ {
+ /* No fog at all, or transformed vertices: Use fog coord */
+ if(!context->fog_coord) {
+ glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
+ checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
+ context->fog_coord = TRUE;
+ }
+ } else {
+ /* Otherwise, use the fragment depth */
+ if(context->fog_coord) {
+ glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
+ checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
+ context->fog_coord = FALSE;
+ }
+ }
+}
+
+void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ float fogstart, fogend;
+ union {
+ DWORD d;
+ float f;
+ } tmpvalue;
+
+ switch(context->fog_source) {
+ case FOGSOURCE_VS:
+ fogstart = 1.0f;
+ fogend = 0.0f;
+ break;
+
+ case FOGSOURCE_COORD:
+ fogstart = 255.0f;
+ fogend = 0.0f;
+ break;
+
+ case FOGSOURCE_FFP:
+ tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
+ fogstart = tmpvalue.f;
+ tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
+ fogend = tmpvalue.f;
+ /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
+ if(fogstart == fogend) {
++ fogstart = -1.0f * INFINITY;
+ fogend = 0.0f;
+ }
+ break;
+
+ default:
+ /* This should not happen.context->fog_source is set in wined3d, not the app.
+ * Still this is needed to make the compiler happy
+ */
+ ERR("Unexpected fog coordinate source\n");
+ fogstart = 0.0f;
+ fogend = 0.0f;
+ }
+
+ glFogf(GL_FOG_START, fogstart);
+ checkGLcall("glFogf(GL_FOG_START, fogstart)");
+ TRACE("Fog Start == %f\n", fogstart);
+
+ glFogf(GL_FOG_END, fogend);
+ checkGLcall("glFogf(GL_FOG_END, fogend)");
+ TRACE("Fog End == %f\n", fogend);
+}
+
+void state_fog_fragpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_state *state = &stateblock->state;
+ enum fogsource new_source;
+
+ TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
+
+ if (!state->render_states[WINED3DRS_FOGENABLE])
+ {
+ /* No fog? Disable it, and we're done :-) */
+ glDisableWINE(GL_FOG);
+ checkGLcall("glDisable GL_FOG");
+ return;
+ }
+
+ /* Fog Rules:
+ *
+ * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
+ * It can use the Z value of the vertex, or the alpha component of the specular color.
+ * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
+ * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
+ * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
+ *
+ * FOGTABLEMODE != NONE:
+ * The Z value is used, with the equation specified, no matter what vertex type.
+ *
+ * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
+ * Per vertex fog is calculated using the specified fog equation and the parameters
+ *
+ * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
+ * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
+ * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
+ *
+ *
+ * Rules for vertex fog with shaders:
+ *
+ * When mixing fixed function functionality with the programmable pipeline, D3D expects
+ * the fog computation to happen during transformation while openGL expects it to happen
+ * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
+ * the pixel shader while openGL always expects the pixel shader to handle the blending.
+ * To solve this problem, WineD3D does:
+ * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
+ * shader,
+ * and 2) disables the fog computation (in either the fixed function or programmable
+ * rasterizer) if using a vertex program.
+ *
+ * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
+ * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
+ * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
+ * the specular color, a vertex shader counts as pretransformed geometry in this case.
+ * There are some GL differences between specular fog coords and vertex shaders though.
+ *
+ * With table fog the vertex shader fog coordinate is ignored.
+ *
+ * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
+ * without shaders).
+ */
+
+ /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
+ * the system will apply only pixel(=table) fog effects."
+ */
+ if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
+ {
+ if (use_vs(state))
+ {
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ new_source = FOGSOURCE_VS;
+ }
+ else
+ {
+ switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
+ {
+ /* If processed vertices are used, fall through to the NONE case */
+ case WINED3DFOG_EXP:
+ if(!context->last_was_rhw) {
+ glFogi(GL_FOG_MODE, GL_EXP);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
+ new_source = FOGSOURCE_FFP;
+ break;
+ }
+ /* drop through */
+
+ case WINED3DFOG_EXP2:
+ if(!context->last_was_rhw) {
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
+ new_source = FOGSOURCE_FFP;
+ break;
+ }
+ /* drop through */
+
+ case WINED3DFOG_LINEAR:
+ if(!context->last_was_rhw) {
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ new_source = FOGSOURCE_FFP;
+ break;
+ }
+ /* drop through */
+
+ case WINED3DFOG_NONE:
+ /* Both are none? According to msdn the alpha channel of the specular
+ * color contains a fog factor. Set it in drawStridedSlow.
+ * Same happens with Vertexfog on transformed vertices
+ */
+ new_source = FOGSOURCE_COORD;
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ break;
+
+ default:
+ FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
+ state->render_states[WINED3DRS_FOGVERTEXMODE]);
+ new_source = FOGSOURCE_FFP; /* Make the compiler happy */
+ }
+ }
+ } else {
+ new_source = FOGSOURCE_FFP;
+
+ switch (state->render_states[WINED3DRS_FOGTABLEMODE])
+ {
+ case WINED3DFOG_EXP:
+ glFogi(GL_FOG_MODE, GL_EXP);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
+ break;
+
+ case WINED3DFOG_EXP2:
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
+ break;
+
+ case WINED3DFOG_LINEAR:
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ break;
+
+ case WINED3DFOG_NONE: /* Won't happen */
+ default:
+ FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
+ state->render_states[WINED3DRS_FOGTABLEMODE]);
+ }
+ }
+
+ glEnableWINE(GL_FOG);
+ checkGLcall("glEnable GL_FOG");
+ if(new_source != context->fog_source) {
+ context->fog_source = new_source;
+ state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
+ }
+}
+
+static void state_rangefog_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
+ WARN("Range fog enabled, but not supported by this opengl implementation\n");
+}
+
+static void state_rangefog(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
+ {
+ glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
+ checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
+ } else {
+ glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
+ checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
+ }
+}
+
+void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ float col[4];
+ D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
+ glFogfv(GL_FOG_COLOR, &col[0]);
+ checkGLcall("glFog GL_FOG_COLOR");
+}
+
+void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ union {
+ DWORD d;
+ float f;
+ } tmpvalue;
+ tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
+ glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
+ checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
+}
+
+static void state_colormat(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_state *state = &stateblock->state;
+ struct wined3d_device *device = stateblock->device;
+ GLenum Parm = 0;
+
+ /* Depends on the decoded vertex declaration to read the existence of diffuse data.
+ * The vertex declaration will call this function if the fixed function pipeline is used.
+ */
+
+ if(isStateDirty(context, STATE_VDECL)) {
+ return;
+ }
+
+ context->num_untracked_materials = 0;
+ if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
+ && state->render_states[WINED3DRS_COLORVERTEX])
+ {
+ TRACE("diff %d, amb %d, emis %d, spec %d\n",
+ state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
+ state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
+ state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
+ state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
+
+ if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ Parm = GL_AMBIENT_AND_DIFFUSE;
+ else
+ Parm = GL_DIFFUSE;
+ if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
+ context->num_untracked_materials++;
+ }
+ if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
+ context->num_untracked_materials++;
+ }
+ }
+ else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ Parm = GL_AMBIENT;
+ if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
+ context->num_untracked_materials++;
+ }
+ if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
+ context->num_untracked_materials++;
+ }
+ }
+ else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ Parm = GL_EMISSION;
+ if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
+ context->num_untracked_materials++;
+ }
+ }
+ else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ {
+ Parm = GL_SPECULAR;
+ }
+ }
+
+ /* Nothing changed, return. */
+ if (Parm == context->tracking_parm) return;
+
+ if(!Parm) {
+ glDisable(GL_COLOR_MATERIAL);
+ checkGLcall("glDisable GL_COLOR_MATERIAL");
+ } else {
+ glColorMaterial(GL_FRONT_AND_BACK, Parm);
+ checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
+ glEnable(GL_COLOR_MATERIAL);
+ checkGLcall("glEnable(GL_COLOR_MATERIAL)");
+ }
+
+ /* Apparently calls to glMaterialfv are ignored for properties we're
+ * tracking with glColorMaterial, so apply those here. */
+ switch (context->tracking_parm) {
+ case GL_AMBIENT_AND_DIFFUSE:
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
+ checkGLcall("glMaterialfv");
+ break;
+
+ case GL_DIFFUSE:
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
+ checkGLcall("glMaterialfv");
+ break;
+
+ case GL_AMBIENT:
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
+ checkGLcall("glMaterialfv");
+ break;
+
+ case GL_EMISSION:
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
+ checkGLcall("glMaterialfv");
+ break;
+
+ case GL_SPECULAR:
+ /* Only change material color if specular is enabled, otherwise it is set to black */
+ if (state->render_states[WINED3DRS_SPECULARENABLE])
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
+ checkGLcall("glMaterialfv");
+ } else {
+ static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
+ checkGLcall("glMaterialfv");
+ }
+ break;
+ }
+
+ context->tracking_parm = Parm;
+}
+
+static void state_linepattern(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ union {
+ DWORD d;
+ WINED3DLINEPATTERN lp;
+ } tmppattern;
+ tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
+
+ TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
+
+ if (tmppattern.lp.wRepeatFactor) {
+ glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
+ checkGLcall("glLineStipple(repeat, linepattern)");
+ glEnable(GL_LINE_STIPPLE);
+ checkGLcall("glEnable(GL_LINE_STIPPLE);");
+ } else {
+ glDisable(GL_LINE_STIPPLE);
+ checkGLcall("glDisable(GL_LINE_STIPPLE);");
+ }
+}
+
+static void state_normalize(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if(isStateDirty(context, STATE_VDECL)) {
+ return;
+ }
+ /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
+ * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
+ * by zero and is not properly defined in opengl, so avoid it
+ */
+ if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
+ && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
+ {
+ glEnable(GL_NORMALIZE);
+ checkGLcall("glEnable(GL_NORMALIZE);");
+ } else {
+ glDisable(GL_NORMALIZE);
+ checkGLcall("glDisable(GL_NORMALIZE);");
+ }
+}
+
+static void state_psizemin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ union {
+ DWORD d;
+ float f;
+ } tmpvalue;
+
+ tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
+ if (tmpvalue.f != 1.0f)
+ {
+ FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
+ }
+ tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
+ if (tmpvalue.f != 64.0f)
+ {
+ FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
+ }
+
+}
+
+static void state_psizemin_ext(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ union
+ {
+ DWORD d;
+ float f;
+ } min, max;
+
+ min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
+ max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
+
+ /* Max point size trumps min point size */
+ if(min.f > max.f) {
+ min.f = max.f;
+ }
+
+ GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
+ checkGLcall("glPointParameterfEXT(...)");
+ GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
+ checkGLcall("glPointParameterfEXT(...)");
+}
+
+static void state_psizemin_arb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ union
+ {
+ DWORD d;
+ float f;
+ } min, max;
+
+ min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
+ max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
+
+ /* Max point size trumps min point size */
+ if(min.f > max.f) {
+ min.f = max.f;
+ }
+
+ GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
+ checkGLcall("glPointParameterfARB(...)");
+ GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
+ checkGLcall("glPointParameterfARB(...)");
+}
+
+static void state_pscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ /* TODO: Group this with the viewport */
+ /*
+ * POINTSCALEENABLE controls how point size value is treated. If set to
+ * true, the point size is scaled with respect to height of viewport.
+ * When set to false point size is in pixels.
+ */
+
+ /* Default values */
+ GLfloat att[3] = {1.0f, 0.0f, 0.0f};
+ union {
+ DWORD d;
+ float f;
+ } pointSize, A, B, C;
+
+ pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
+ A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
+ B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
+ C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
+
+ if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
+ {
+ GLfloat scaleFactor;
+ DWORD h = stateblock->state.viewport.Height;
+
+ if (pointSize.f < gl_info->limits.pointsize_min)
+ {
+ /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
+ * 0.0f. This means that OpenGL will clamp really small point sizes to the
+ * driver minimum. To correct for this we need to multiply by the scale factor when sizes
+ * are less than 1.0f. scale_factor = 1.0f / point_size.
+ */
+ scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
+ /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
+ * is 1.0, but then accepts points below that and draws too small points
+ */
+ pointSize.f = gl_info->limits.pointsize_min;
+ }
+ else if(pointSize.f > gl_info->limits.pointsize_max)
+ {
+ /* gl already scales the input to glPointSize,
+ * d3d scales the result after the point size scale.
+ * If the point size is bigger than the max size, use the
+ * scaling to scale it bigger, and set the gl point size to max
+ */
+ scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
+ TRACE("scale: %f\n", scaleFactor);
+ pointSize.f = gl_info->limits.pointsize_max;
+ } else {
+ scaleFactor = 1.0f;
+ }
+ scaleFactor = powf(h * scaleFactor, 2);
+
+ att[0] = A.f / scaleFactor;
+ att[1] = B.f / scaleFactor;
+ att[2] = C.f / scaleFactor;
+ }
+
+ if (gl_info->supported[ARB_POINT_PARAMETERS])
+ {
+ GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
+ checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
+ }
+ else if (gl_info->supported[EXT_POINT_PARAMETERS])
+ {
+ GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
+ checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
+ }
+ else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
+ {
+ WARN("POINT_PARAMETERS not supported in this version of opengl\n");
+ }
+
+ glPointSize(pointSize.f);
+ checkGLcall("glPointSize(...);");
+}
+
+static void state_debug_monitor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
+}
+
+static void state_colorwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
+ DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
+ DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
+ DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
+
+ TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
+ mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
+ mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
+ mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
+ mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
+ glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
+ mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
+ mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
+ mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
+ checkGLcall("glColorMask(...)");
+
+ if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
+ || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
+ {
+ FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
+ mask0, mask1, mask2, mask3);
+ FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
+ }
+}
+
+static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
+{
+ GL_EXTCALL(glColorMaskIndexedEXT(index,
+ mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
+ mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
+ mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
+ mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
+}
+
+static void state_colorwrite0(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
+}
+
+static void state_colorwrite1(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
+}
+
+static void state_colorwrite2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
+}
+
+static void state_colorwrite3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
+}
+
+static void state_localviewer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
+ {
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
+ checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
+ } else {
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
+ checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
+ }
+}
+
+static void state_lastpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
+ {
+ TRACE("Last Pixel Drawing Enabled\n");
+ } else {
+ static BOOL warned;
+ if (!warned) {
+ FIXME("Last Pixel Drawing Disabled, not handled yet\n");
+ warned = TRUE;
+ } else {
+ TRACE("Last Pixel Drawing Disabled, not handled yet\n");
+ }
+ }
+}
+
+static void state_pointsprite_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ static BOOL warned;
+
+ /* TODO: NV_POINT_SPRITE */
+ if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
+ {
+ /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
+ FIXME("Point sprites not supported\n");
+ warned = TRUE;
+ }
+}
+
+static void state_pointsprite(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state *state = &stateblock->state;
+
+ if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
+ {
+ static BOOL warned;
+
+ if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
+ {
+ if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units)
+ {
+ FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
+ warned = TRUE;
+ }
+ }
+
+ glEnable(GL_POINT_SPRITE_ARB);
+ checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
+ } else {
+ glDisable(GL_POINT_SPRITE_ARB);
+ checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
+ }
+}
+
+static void state_wrap(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ /**
+ http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
+ http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
+ Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
+ http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
+
+ so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
+ */
+ if (stateblock->state.render_states[WINED3DRS_WRAP0]
+ || stateblock->state.render_states[WINED3DRS_WRAP1]
+ || stateblock->state.render_states[WINED3DRS_WRAP2]
+ || stateblock->state.render_states[WINED3DRS_WRAP3]
+ || stateblock->state.render_states[WINED3DRS_WRAP4]
+ || stateblock->state.render_states[WINED3DRS_WRAP5]
+ || stateblock->state.render_states[WINED3DRS_WRAP6]
+ || stateblock->state.render_states[WINED3DRS_WRAP7]
+ || stateblock->state.render_states[WINED3DRS_WRAP8]
+ || stateblock->state.render_states[WINED3DRS_WRAP9]
+ || stateblock->state.render_states[WINED3DRS_WRAP10]
+ || stateblock->state.render_states[WINED3DRS_WRAP11]
+ || stateblock->state.render_states[WINED3DRS_WRAP12]
+ || stateblock->state.render_states[WINED3DRS_WRAP13]
+ || stateblock->state.render_states[WINED3DRS_WRAP14]
+ || stateblock->state.render_states[WINED3DRS_WRAP15])
+ {
+ FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
+ }
+}
+
+static void state_msaa_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
+ WARN("Multisample antialiasing not supported by gl\n");
+}
+
+static void state_msaa(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
+ {
+ glEnable(GL_MULTISAMPLE_ARB);
+ checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
+ } else {
+ glDisable(GL_MULTISAMPLE_ARB);
+ checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
+ }
+}
+
+static void state_scissor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
+ {
+ glEnable(GL_SCISSOR_TEST);
+ checkGLcall("glEnable(GL_SCISSOR_TEST)");
+ } else {
+ glDisable(GL_SCISSOR_TEST);
+ checkGLcall("glDisable(GL_SCISSOR_TEST)");
+ }
+}
+
+/* The Direct3D depth bias is specified in normalized depth coordinates. In
+ * OpenGL the bias is specified in units of "the smallest value that is
+ * guaranteed to produce a resolvable offset for a given implementation". To
+ * convert from D3D to GL we need to divide the D3D depth bias by that value.
+ * There's no practical way to retrieve that value from a given GL
+ * implementation, but the D3D application has essentially the same problem,
+ * which makes a guess of the depth buffer format's highest possible value a
+ * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
+ * depth slope, and doesn't need to be scaled. */
+static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
+ || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
+ {
+ struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
+ float scale;
+
+ union
+ {
+ DWORD d;
+ float f;
+ } scale_bias, const_bias;
+
+ scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
+ const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
+
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
+
+ if (depth)
+ {
+ const struct wined3d_format *fmt = depth->resource.format;
+ scale = powf(2, fmt->depth_size) - 1;
+ TRACE("Depth format %s, using depthbias scale of %f\n",
+ debug_d3dformat(fmt->id), scale);
+ }
+ else
+ {
+ /* The context manager will reapply this state on a depth stencil change */
+ TRACE("No depth stencil, using depthbias scale of 0.0\n");
+ scale = 0;
+ }
+
+ glPolygonOffset(scale_bias.f, const_bias.f * scale);
+ checkGLcall("glPolygonOffset(...)");
+ } else {
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
+ }
+}
+
+static void state_zvisible(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
+ FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
+}
+
+static void state_perspective(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
+ {
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
+ } else {
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
+ checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
+ }
+}
+
+static void state_stippledalpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
+ FIXME(" Stippled Alpha not supported yet.\n");
+}
+
+static void state_antialias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
+ FIXME("Antialias not supported yet.\n");
+}
+
+static void state_multisampmask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
+ FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
+ stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
+}
+
+static void state_patchedgestyle(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
+ FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
+ stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
+}
+
+static void state_patchsegments(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ union {
+ DWORD d;
+ float f;
+ } tmpvalue;
+ tmpvalue.f = 1.0f;
+
+ if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
+ {
+ static BOOL displayed = FALSE;
+
+ tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
+ if(!displayed)
+ FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
+
+ displayed = TRUE;
+ }
+}
+
+static void state_positiondegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
+ FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
+ stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
+}
+
+static void state_normaldegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
+ FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
+ stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
+}
+
+static void state_tessellation(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
+ FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
+ stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
+}
+
+static void state_nvdb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ union {
+ DWORD d;
+ float f;
+ } zmin, zmax;
+
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
+ {
+ zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
+ zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
+
+ /* If zmin is larger than zmax INVALID_VALUE error is generated.
+ * In d3d9 test is not performed in this case*/
+ if (zmin.f <= zmax.f)
+ {
+ glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
+ checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
+ GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
+ checkGLcall("glDepthBoundsEXT(...)");
+ }
+ else {
+ glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
+ checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
+ }
+ }
+ else {
+ glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
+ checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
+ }
+
+ state_tessellation(state, stateblock, context);
+}
+
+static void state_wrapu(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_WRAPU])
+ FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
+}
+
+static void state_wrapv(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_WRAPV])
+ FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
+}
+
+static void state_monoenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
+ FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
+}
+
+static void state_rop2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_ROP2])
+ FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
+}
+
+static void state_planemask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
+ FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
+}
+
+static void state_subpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
+ FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
+}
+
+static void state_subpixelx(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
+ FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
+}
+
+static void state_stippleenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
+ FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
+}
+
+static void state_mipmaplodbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
+ FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
+}
+
+static void state_anisotropy(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
+ FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
+}
+
+static void state_flushbatch(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
+ FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
+}
+
+static void state_translucentsi(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
+ FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
+}
+
+static void state_extents(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_EXTENTS])
+ FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
+}
+
+static void state_ckeyblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
+ FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
+}
+
+static void state_swvp(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
+ FIXME("Software vertex processing not implemented.\n");
+}
+
+/* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
+#if defined (GL_VERSION_1_3)
+# define useext(A) A
+#elif defined (GL_EXT_texture_env_combine)
+# define useext(A) A##_EXT
+#elif defined (GL_ARB_texture_env_combine)
+# define useext(A) A##_ARB
+#endif
+
+static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
+ /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
+ * input should be used for all input components. The WINED3DTA_COMPLEMENT
+ * flag specifies the complement of the input should be used. */
+ BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
+ BOOL complement = arg & WINED3DTA_COMPLEMENT;
+
+ /* Calculate the operand */
+ if (complement) {
+ if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
+ else *operand = GL_ONE_MINUS_SRC_COLOR;
+ } else {
+ if (from_alpha) *operand = GL_SRC_ALPHA;
+ else *operand = GL_SRC_COLOR;
+ }
+
+ /* Calculate the source */
+ switch (arg & WINED3DTA_SELECTMASK) {
+ case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
+ case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
+ case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
+ case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
+ case WINED3DTA_SPECULAR:
+ /*
+ * According to the GL_ARB_texture_env_combine specs, SPECULAR is
+ * 'Secondary color' and isn't supported until base GL supports it
+ * There is no concept of temp registers as far as I can tell
+ */
+ FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
+ *source = GL_TEXTURE;
+ break;
+ default:
+ FIXME("Unrecognized texture arg %#x\n", arg);
+ *source = GL_TEXTURE;
+ break;
+ }
+}
+
+/* Setup the texture operations texture stage states */
+static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
+ BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
+{
+ GLenum src1, src2, src3;
+ GLenum opr1, opr2, opr3;
+ GLenum comb_target;
+ GLenum src0_target, src1_target, src2_target;
+ GLenum opr0_target, opr1_target, opr2_target;
+ GLenum scal_target;
+ GLenum opr=0, invopr, src3_target, opr3_target;
+ BOOL Handled = FALSE;
+
+ TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
+
+ /* This is called by a state handler which has the gl lock held and a context for the thread */
+
+ /* Note: Operations usually involve two ars, src0 and src1 and are operations of
+ the form (a1 <operation> a2). However, some of the more complex operations
+ take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
+ in a third parameter called a0. Therefore these are operations of the form
+ a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
+
+ However, below we treat the new (a0) parameter as src2/opr2, so in the actual
+ functions below, expect their syntax to differ slightly to those listed in the
+ manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
+ This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
+
+ if (isAlpha) {
+ comb_target = useext(GL_COMBINE_ALPHA);
+ src0_target = useext(GL_SOURCE0_ALPHA);
+ src1_target = useext(GL_SOURCE1_ALPHA);
+ src2_target = useext(GL_SOURCE2_ALPHA);
+ opr0_target = useext(GL_OPERAND0_ALPHA);
+ opr1_target = useext(GL_OPERAND1_ALPHA);
+ opr2_target = useext(GL_OPERAND2_ALPHA);
+ scal_target = GL_ALPHA_SCALE;
+ }
+ else {
+ comb_target = useext(GL_COMBINE_RGB);
+ src0_target = useext(GL_SOURCE0_RGB);
+ src1_target = useext(GL_SOURCE1_RGB);
+ src2_target = useext(GL_SOURCE2_RGB);
+ opr0_target = useext(GL_OPERAND0_RGB);
+ opr1_target = useext(GL_OPERAND1_RGB);
+ opr2_target = useext(GL_OPERAND2_RGB);
+ scal_target = useext(GL_RGB_SCALE);
+ }
+
+ /* If a texture stage references an invalid texture unit the stage just
+ * passes through the result from the previous stage */
+ if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
+ {
+ arg1 = WINED3DTA_CURRENT;
+ op = WINED3DTOP_SELECTARG1;
+ }
+
+ if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
+ {
+ get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
+ } else {
+ get_src_and_opr(arg1, isAlpha, &src1, &opr1);
+ }
+ get_src_and_opr(arg2, isAlpha, &src2, &opr2);
+ get_src_and_opr(arg3, isAlpha, &src3, &opr3);
+
+ TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
+
+ Handled = TRUE; /* Assume will be handled */
+
+ /* Other texture operations require special extensions: */
+ if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+ {
+ if (isAlpha) {
+ opr = GL_SRC_ALPHA;
+ invopr = GL_ONE_MINUS_SRC_ALPHA;
+ src3_target = GL_SOURCE3_ALPHA_NV;
+ opr3_target = GL_OPERAND3_ALPHA_NV;
+ } else {
+ opr = GL_SRC_COLOR;
+ invopr = GL_ONE_MINUS_SRC_COLOR;
+ src3_target = GL_SOURCE3_RGB_NV;
+ opr3_target = GL_OPERAND3_RGB_NV;
+ }
+ switch (op) {
+ case WINED3DTOP_DISABLE: /* Only for alpha */
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
+ break;
+ case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
+ case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ if (op == WINED3DTOP_SELECTARG1) {
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ } else {
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
+ }
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
+ break;
+
+ case WINED3DTOP_MODULATE:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATE2X:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
+ break;
+ case WINED3DTOP_MODULATE4X:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
+ break;
+
+ case WINED3DTOP_ADD:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+
+ case WINED3DTOP_ADDSIGNED:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+
+ case WINED3DTOP_ADDSIGNED2X:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
+ break;
+
+ case WINED3DTOP_ADDSMOOTH:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
+ case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+
+ case WINED3DTOP_BLENDDIFFUSEALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
+ checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
+ checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_BLENDTEXTUREALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_BLENDFACTORALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
+ checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
+ checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_BLENDTEXTUREALPHAPM:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
+ switch (opr) {
+ case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATECOLOR_ADDALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
+ case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MULTIPLYADD:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
+ glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+
+ case WINED3DTOP_BUMPENVMAP:
+ {
+ }
+
+ case WINED3DTOP_BUMPENVMAPLUMINANCE:
+ FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
+
+ default:
+ Handled = FALSE;
+ }
+ if (Handled) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
+ checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
+
+ return;
+ }
+ } /* GL_NV_texture_env_combine4 */
+
+ Handled = TRUE; /* Again, assume handled */
+ switch (op) {
+ case WINED3DTOP_DISABLE: /* Only for alpha */
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_SELECTARG1:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_SELECTARG2:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATE:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_MODULATE2X:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
+ break;
+ case WINED3DTOP_MODULATE4X:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
+ break;
+ case WINED3DTOP_ADD:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_ADDSIGNED:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_ADDSIGNED2X:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
+ break;
+ case WINED3DTOP_SUBTRACT:
+ if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else {
+ FIXME("This version of opengl does not support GL_SUBTRACT\n");
+ }
+ break;
+
+ case WINED3DTOP_BLENDDIFFUSEALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
+ checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_BLENDTEXTUREALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_BLENDFACTORALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
+ checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_BLENDCURRENTALPHA:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
+ checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_DOTPRODUCT3:
+ if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
+ }
+ else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
+ } else {
+ FIXME("This version of opengl does not support GL_DOT3\n");
+ }
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_LERP:
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
+ checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ break;
+ case WINED3DTOP_ADDSMOOTH:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
+ case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_BLENDTEXTUREALPHAPM:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_MODULATECOLOR_ADDALPHA:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
+ case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
+ switch (opr1) {
+ case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
+ }
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_MULTIPLYADD:
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+ {
+ glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
+ checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
+ glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
+ checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
+ glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
+ checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
+ glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
+ checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
+ glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
+ checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
+ glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
+ checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
+ glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
+ checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
+ glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
+ checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
+ } else
+ Handled = FALSE;
+ break;
+ case WINED3DTOP_BUMPENVMAPLUMINANCE:
+ case WINED3DTOP_BUMPENVMAP:
+ if (gl_info->supported[NV_TEXTURE_SHADER2])
+ {
+ /* Technically texture shader support without register combiners is possible, but not expected to occur
+ * on real world cards, so for now a fixme should be enough
+ */
+ FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
+ }
+ default:
+ Handled = FALSE;
+ }
+
+ if (Handled) {
+ BOOL combineOK = TRUE;
+ if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+ {
+ DWORD op2;
+
+ if (isAlpha)
+ op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
+ else
+ op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
+
+ /* Note: If COMBINE4 in effect can't go back to combine! */
+ switch (op2) {
+ case WINED3DTOP_ADDSMOOTH:
+ case WINED3DTOP_BLENDTEXTUREALPHAPM:
+ case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
+ case WINED3DTOP_MODULATECOLOR_ADDALPHA:
+ case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
+ case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
+ case WINED3DTOP_MULTIPLYADD:
+ /* Ignore those implemented in both cases */
+ switch (op) {
+ case WINED3DTOP_SELECTARG1:
+ case WINED3DTOP_SELECTARG2:
+ combineOK = FALSE;
+ Handled = FALSE;
+ break;
+ default:
+ FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
+ return;
+ }
+ }
+ }
+
+ if (combineOK) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
+ checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
+
+ return;
+ }
+ }
+
+ /* After all the extensions, if still unhandled, report fixme */
+ FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
+}
+
+
+static void tex_colorop(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+ DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state *state = &stateblock->state;
+
+ TRACE("Setting color op for stage %d\n", stage);
+
+ /* Using a pixel shader? Don't care for anything here, the shader applying does it */
+ if (use_ps(state)) return;
+
+ if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
+
+ if (mapped_stage != WINED3D_UNMAPPED_STAGE)
+ {
+ if (tex_used && mapped_stage >= gl_info->limits.textures)
+ {
+ FIXME("Attempt to enable unsupported stage!\n");
+ return;
+ }
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glActiveTextureARB");
+ }
+
+ if (stage >= state->lowest_disabled_stage)
+ {
+ TRACE("Stage disabled\n");
+ if (mapped_stage != WINED3D_UNMAPPED_STAGE)
+ {
+ /* Disable everything here */
+ glDisable(GL_TEXTURE_2D);
+ checkGLcall("glDisable(GL_TEXTURE_2D)");
+ glDisable(GL_TEXTURE_3D);
+ checkGLcall("glDisable(GL_TEXTURE_3D)");
+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+ {
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
+ }
+ if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
+ {
+ glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
+ }
+ }
+ /* All done */
+ return;
+ }
+
+ /* The sampler will also activate the correct texture dimensions, so no
+ * need to do it here if the sampler for this stage is dirty. */
+ if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
+ texture_activate_dimensions(state->textures[stage], gl_info);
+
+ set_tex_op(gl_info, state, FALSE, stage,
+ state->texture_states[stage][WINED3DTSS_COLOROP],
+ state->texture_states[stage][WINED3DTSS_COLORARG1],
+ state->texture_states[stage][WINED3DTSS_COLORARG2],
+ state->texture_states[stage][WINED3DTSS_COLORARG0]);
+}
+
+void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+ DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ DWORD op, arg1, arg2, arg0;
+
+ TRACE("Setting alpha op for stage %d\n", stage);
+ /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
+ if (mapped_stage != WINED3D_UNMAPPED_STAGE)
+ {
+ if (tex_used && mapped_stage >= gl_info->limits.textures)
+ {
+ FIXME("Attempt to enable unsupported stage!\n");
+ return;
+ }
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glActiveTextureARB");
+ }
+
+ op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
+ arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
+ arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
+ arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
+
+ if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
+ {
+ struct wined3d_texture *texture = stateblock->state.textures[0];
+ GLenum texture_dimensions = texture->target;
+
+ if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
+ {
+ struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
+
+ if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
+ {
+ /* Color keying needs to pass alpha values from the texture through to have the alpha test work
+ * properly. On the other hand applications can still use texture combiners apparently. This code
+ * takes care that apps cannot remove the texture's alpha channel entirely.
+ *
+ * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
+ * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
+ * and alpha component of diffuse color to draw things like translucent text and perform other
+ * blending effects.
+ *
+ * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
+ * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
+ * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
+ * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
+ * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
+ * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
+ * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
+ * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
+ * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
+ * alpha.
+ *
+ * What to do with multitexturing? So far no app has been found that uses color keying with
+ * multitexturing */
+ if (op == WINED3DTOP_DISABLE)
+ {
+ arg1 = WINED3DTA_TEXTURE;
+ op = WINED3DTOP_SELECTARG1;
+ }
+ else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
+ {
+ if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
+ {
+ arg2 = WINED3DTA_TEXTURE;
+ op = WINED3DTOP_MODULATE;
+ }
+ else arg1 = WINED3DTA_TEXTURE;
+ }
+ else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
+ {
+ if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
+ {
+ arg1 = WINED3DTA_TEXTURE;
+ op = WINED3DTOP_MODULATE;
+ }
+ else arg2 = WINED3DTA_TEXTURE;
+ }
+ }
+ }
+ }
+
+ /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
+ * this if block here, and the other code(color keying, texture unit selection) are the same
+ */
+ TRACE("Setting alpha op for stage %d\n", stage);
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ {
+ set_tex_op_nvrc(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0,
+ mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
+ }
+ else
+ {
+ set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0);
+ }
+}
+
+static void transform_texture(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state *state = &stateblock->state;
+ BOOL generated;
+ int coordIdx;
+
+ /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
+ if (use_vs(state) || isStateDirty(context, STATE_VDECL))
+ {
+ TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
+ return;
+ }
+
+ if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
+ if (mapped_stage >= gl_info->limits.textures) return;
+
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glActiveTextureARB");
+ generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
+ coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
+
+ set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
+ state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
+ generated, context->last_was_rhw,
+ stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
+ ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
+ : WINED3DFMT_UNKNOWN,
+ stateblock->device->frag_pipe->ffp_proj_control);
+
+ /* The sampler applying function calls us if this changes */
+ if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
+ {
+ if(generated) {
+ FIXME("Non-power2 texture being used with generated texture coords\n");
+ }
+ /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
+ fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
+ if (!use_ps(state))
+ {
+ TRACE("Non power two matrix multiply fixup\n");
+ glMultMatrixf(state->textures[texUnit]->pow2_matrix);
+ }
+ }
+}
+
+static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
+{
+ unsigned int texture_idx;
+
+ for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
+ {
+ GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+}
+
+static void loadTexCoords(const struct wined3d_gl_info *gl_info, struct wined3d_stateblock *stateblock,
+ const struct wined3d_stream_info *si, GLuint *curVBO)
+{
+ unsigned int mapped_stage = 0;
+ unsigned int textureNo = 0;
+
+ for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
+ {
+ int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
+
+ mapped_stage = stateblock->device->texUnitMap[textureNo];
+ if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
+
+ if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
+ {
+ const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
+ const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
+
+ TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
+ textureNo, mapped_stage, coordIdx, e->data);
+
+ if (*curVBO != e->buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
+ checkGLcall("glBindBufferARB");
+ *curVBO = e->buffer_object;
+ }
+
+ GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glClientActiveTextureARB");
+
+ /* The coords to supply depend completely on the fvf / vertex shader */
+ glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ } else {
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
+ }
+ }
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ {
+ /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
+ for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
+ {
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
+ }
+ }
+
+ checkGLcall("loadTexCoords");
+}
+
+static void tex_coordindex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+ static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
+ static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
+ static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
+ static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (mapped_stage == WINED3D_UNMAPPED_STAGE)
+ {
+ TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
+ return;
+ }
+
+ if (mapped_stage >= gl_info->limits.fragment_samplers)
+ {
+ WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
+ return;
+ }
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glActiveTextureARB");
+
+ /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
+ *
+ * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
+ * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
+ * means use the vertex position (camera-space) as the input texture coordinates
+ * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
+ * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
+ * to the TEXCOORDINDEX value
+ */
+ switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
+ {
+ case WINED3DTSS_TCI_PASSTHRU:
+ /* Use the specified texture coordinates contained within the
+ * vertex format. This value resolves to zero. */
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_Q);
+ checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
+ break;
+
+ case WINED3DTSS_TCI_CAMERASPACEPOSITION:
+ /* CameraSpacePosition means use the vertex position, transformed to camera space,
+ * as the input texture coordinates for this stage's texture transformation. This
+ * equates roughly to EYE_LINEAR */
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
+ glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
+ glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
+ glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
+ glPopMatrix();
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
+
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
+
+ break;
+
+ case WINED3DTSS_TCI_CAMERASPACENORMAL:
+ /* Note that NV_TEXGEN_REFLECTION support is implied when
+ * ARB_TEXTURE_CUBE_MAP is supported */
+ if (!gl_info->supported[NV_TEXGEN_REFLECTION])
+ {
+ FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
+ break;
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
+ glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
+ glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
+ glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
+ glPopMatrix();
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
+
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
+
+ break;
+
+ case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
+ /* Note that NV_TEXGEN_REFLECTION support is implied when
+ * ARB_TEXTURE_CUBE_MAP is supported */
+ if (!gl_info->supported[NV_TEXGEN_REFLECTION])
+ {
+ FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
+ break;
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
+ glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
+ glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
+ glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
+ glPopMatrix();
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
+
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
+
+ break;
+
+ case WINED3DTSS_TCI_SPHEREMAP:
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
+
+ break;
+
+ default:
+ FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
+ stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_Q);
+ checkGLcall("Disable texgen.");
+
+ break;
+ }
+
+ /* Update the texture matrix */
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
+ transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
+ }
+
+ if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
+ /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
+ * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
+ * and do all the things linked to it
+ * TODO: Tidy that up to reload only the arrays of the changed unit
+ */
+ GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
+
+ unloadTexCoords(gl_info);
+ loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
+ }
+}
+
+static void shaderconstant(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_state *state = &stateblock->state;
+ struct wined3d_device *device = stateblock->device;
+
+ /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
+ * has an update pending
+ */
+ if(isStateDirty(context, STATE_VDECL) ||
+ isStateDirty(context, STATE_PIXELSHADER)) {
+ return;
+ }
+
+ device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
+}
+
+static void tex_bumpenvlscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ const struct wined3d_shader *ps = stateblock->state.pixel_shader;
+
+ if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
+ {
+ /* The pixel shader has to know the luminance scale. Do a constants update if it
+ * isn't scheduled anyway
+ */
+ if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
+ !isStateDirty(context, STATE_PIXELSHADER)) {
+ shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
+ }
+ }
+}
+
+static void sampler_texmatrix(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const DWORD sampler = state - STATE_SAMPLER(0);
+ struct wined3d_texture *texture = stateblock->state.textures[sampler];
+
+ TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
+
+ if(!texture) return;
+ /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
+ * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
+ * scaling is reapplied or removed, the texture matrix has to be reapplied
+ *
+ * The mapped stage is already active because the sampler() function below, which is part of the
+ * misc pipeline
+ */
+ if (sampler < MAX_TEXTURES)
+ {
+ const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
+
+ if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
+ {
+ if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
+ else context->lastWasPow2Texture &= ~(1 << sampler);
+ transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
+ WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
+ }
+ }
+}
+
+static void sampler(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD sampler = state_id - STATE_SAMPLER(0);
+ struct wined3d_device *device = stateblock->device;
+ DWORD mapped_stage = device->texUnitMap[sampler];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state *state = &stateblock->state;
+ union {
+ float f;
+ DWORD d;
+ } tmpvalue;
+
+ TRACE("Sampler: %d\n", sampler);
+ /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
+ * only has to bind textures and set the per texture states
+ */
+
+ if (mapped_stage == WINED3D_UNMAPPED_STAGE)
+ {
+ TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
+ return;
+ }
+
+ if (mapped_stage >= gl_info->limits.combined_samplers)
+ {
+ return;
+ }
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glActiveTextureARB");
+
+ if (state->textures[sampler])
+ {
+ struct wined3d_texture *texture = state->textures[sampler];
+ BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
+
+ texture->texture_ops->texture_bind(texture, gl_info, srgb);
+ wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
+
+ if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
+ {
+ tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
+ GL_TEXTURE_LOD_BIAS_EXT,
+ tmpvalue.f);
+ checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
+ }
+
+ if (!use_ps(state) && sampler < state->lowest_disabled_stage)
+ {
+ if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
+ {
+ /* If color keying is enabled update the alpha test, it depends on the existence
+ * of a color key in stage 0
+ */
+ state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
+ }
+ }
+
+ /* Trigger shader constant reloading (for NP2 texcoord fixup) */
+ if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
+ device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
+ }
+ else if (mapped_stage < gl_info->limits.textures)
+ {
+ if (sampler < state->lowest_disabled_stage)
+ {
+ /* TODO: What should I do with pixel shaders here ??? */
+ if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
+ {
+ /* If color keying is enabled update the alpha test, it depends on the existence
+ * of a color key in stage 0
+ */
+ state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
+ }
+ } /* Otherwise tex_colorop disables the stage */
+ glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
+ checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
+ }
+}
+
+void apply_pixelshader(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_state *state = &stateblock->state;
+ struct wined3d_device *device = stateblock->device;
+ BOOL use_vshader = use_vs(state);
+ BOOL use_pshader = use_ps(state);
+ unsigned int i;
+
+ if (use_pshader) {
+ if(!context->last_was_pshader) {
+ /* Former draw without a pixel shader, some samplers
+ * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
+ * make sure to enable them
+ */
+ for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
+ if(!isStateDirty(context, STATE_SAMPLER(i))) {
+ sampler(STATE_SAMPLER(i), stateblock, context);
+ }
+ }
+ context->last_was_pshader = TRUE;
+ } else {
+ /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
+ * if a different texture was bound. I don't have to do anything.
+ */
+ }
+ } else {
+ /* Disabled the pixel shader - color ops weren't applied
+ * while it was enabled, so re-apply them. */
+ for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
+ {
+ if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
+ stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
+ }
+ context->last_was_pshader = FALSE;
+ }
+
+ if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
+ device->shader_backend->shader_select(context, use_pshader, use_vshader);
+
+ if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
+ shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
+ }
+ }
+}
+
+static void shader_bumpenvmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ const struct wined3d_shader *ps = stateblock->state.pixel_shader;
+
+ if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
+ {
+ /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
+ * anyway
+ */
+ if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
+ !isStateDirty(context, STATE_PIXELSHADER)) {
+ shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
+ }
+ }
+}
+
+static void transform_world(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ /* This function is called by transform_view below if the view matrix was changed too
+ *
+ * Deliberately no check if the vertex declaration is dirty because the vdecl state
+ * does not always update the world matrix, only on a switch between transformed
+ * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
+ * draw, but that should be rather rare and cheaper in total.
+ */
+ glMatrixMode(GL_MODELVIEW);
+ checkGLcall("glMatrixMode");
+
+ if(context->last_was_rhw) {
+ glLoadIdentity();
+ checkGLcall("glLoadIdentity()");
+ } else {
+ /* In the general case, the view matrix is the identity matrix */
+ if (stateblock->device->view_ident)
+ {
+ glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
+ checkGLcall("glLoadMatrixf");
+ }
+ else
+ {
+ glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
+ checkGLcall("glLoadMatrixf");
+ glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
+ checkGLcall("glMultMatrixf");
+ }
+ }
+}
+
+static void clipplane(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_state *state = &stateblock->state;
+ UINT index = state_id - STATE_CLIPPLANE(0);
+
+ if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
+ {
+ return;
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+
+ /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
+ if (!use_vs(state))
+ glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
+ else
+ /* with vertex shaders, clip planes are not transformed in direct3d,
+ * in OpenGL they are still transformed by the model view.
+ */
+ glLoadIdentity();
+
+ TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
+ state->clip_planes[index][0],
+ state->clip_planes[index][1],
+ state->clip_planes[index][2],
+ state->clip_planes[index][3]);
+ glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
+ checkGLcall("glClipPlane");
+
+ glPopMatrix();
+}
+
+static void transform_worldex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
+ GLenum glMat;
+ TRACE("Setting world matrix %d\n", matrix);
+
+ if (matrix >= context->gl_info->limits.blends)
+ {
+ WARN("Unsupported blend matrix set\n");
+ return;
+ } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
+ return;
+ }
+
+ /* GL_MODELVIEW0_ARB: 0x1700
+ * GL_MODELVIEW1_ARB: 0x850a
+ * GL_MODELVIEW2_ARB: 0x8722
+ * GL_MODELVIEW3_ARB: 0x8723
+ * etc
+ * GL_MODELVIEW31_ARB: 0x873F
+ */
+ if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
+ else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
+
+ glMatrixMode(glMat);
+ checkGLcall("glMatrixMode(glMat)");
+
+ /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
+ * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
+ */
+ if (stateblock->device->view_ident)
+ {
+ glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
+ checkGLcall("glLoadMatrixf");
+ }
+ else
+ {
+ glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
+ checkGLcall("glLoadMatrixf");
+ glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
+ checkGLcall("glMultMatrixf");
+ }
+}
+
+static void state_vertexblend_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
+ static unsigned int once;
+
+ if (f == WINED3DVBF_DISABLE) return;
+
+ if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
+ else WARN("Vertex blend flags %#x not supported.\n", f);
+}
+
+static void state_vertexblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ static unsigned int once;
+
+ switch(val) {
+ case WINED3DVBF_1WEIGHTS:
+ case WINED3DVBF_2WEIGHTS:
+ case WINED3DVBF_3WEIGHTS:
+ glEnable(GL_VERTEX_BLEND_ARB);
+ checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
+
+ /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
+ * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
+ */
+ GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
+
+ if (!stateblock->device->vertexBlendUsed)
+ {
+ unsigned int i;
+ for (i = 1; i < gl_info->limits.blends; ++i)
+ {
+ if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
+ {
+ transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
+ }
+ }
+ stateblock->device->vertexBlendUsed = TRUE;
+ }
+ break;
+
+ case WINED3DVBF_TWEENING:
+ case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
+ if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
+ else WARN("Vertex blend flags %#x not supported.\n", val);
+ /* Fall through. */
+ case WINED3DVBF_DISABLE:
+ glDisable(GL_VERTEX_BLEND_ARB);
+ checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
+ break;
+ }
+}
+
+static void transform_view(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_light_info *light = NULL;
+ unsigned int k;
+
+ /* If we are changing the View matrix, reset the light and clipping planes to the new view
+ * NOTE: We have to reset the positions even if the light/plane is not currently
+ * enabled, since the call to enable it will not reset the position.
+ * NOTE2: Apparently texture transforms do NOT need reapplying
+ */
+
+ glMatrixMode(GL_MODELVIEW);
+ checkGLcall("glMatrixMode(GL_MODELVIEW)");
+ glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
+ checkGLcall("glLoadMatrixf(...)");
+
+ /* Reset lights. TODO: Call light apply func */
+ for (k = 0; k < gl_info->limits.lights; ++k)
+ {
+ light = stateblock->state.lights[k];
+ if(!light) continue;
+ glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
+ checkGLcall("glLightfv posn");
+ glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
+ checkGLcall("glLightfv dirn");
+ }
+
+ /* Reset Clipping Planes */
+ for (k = 0; k < gl_info->limits.clipplanes; ++k)
+ {
+ if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
+ clipplane(STATE_CLIPPLANE(k), stateblock, context);
+ }
+ }
+
+ if(context->last_was_rhw) {
+ glLoadIdentity();
+ checkGLcall("glLoadIdentity()");
+ /* No need to update the world matrix, the identity is fine */
+ return;
+ }
+
+ /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
+ * No need to do it here if the state is scheduled for update.
+ */
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
+ transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
+ }
+
+ /* Avoid looping over a number of matrices if the app never used the functionality */
+ if (stateblock->device->vertexBlendUsed)
+ {
+ for (k = 1; k < gl_info->limits.blends; ++k)
+ {
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
+ transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
+ }
+ }
+ }
+}
+
+static void transform_projection(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ glMatrixMode(GL_PROJECTION);
+ checkGLcall("glMatrixMode(GL_PROJECTION)");
+ glLoadIdentity();
+ checkGLcall("glLoadIdentity");
+
+ if (context->last_was_rhw)
+ {
+ double x = stateblock->state.viewport.X;
+ double y = stateblock->state.viewport.Y;
+ double w = stateblock->state.viewport.Width;
+ double h = stateblock->state.viewport.Height;
+
+ TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
+ if (context->render_offscreen)
+ glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
+ else
+ glOrtho(x, x + w, y + h, y, 0.0, -1.0);
+ checkGLcall("glOrtho");
+
+ /* D3D texture coordinates are flipped compared to OpenGL ones, so
+ * render everything upside down when rendering offscreen. */
+ if (context->render_offscreen)
+ {
+ glScalef(1.0f, -1.0f, 1.0f);
+ checkGLcall("glScalef");
+ }
+
+ /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
+ glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
+ checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
+ }
+ else
+ {
+ /* The rule is that the window coordinate 0 does not correspond to the
+ beginning of the first pixel, but the center of the first pixel.
+ As a consequence if you want to correctly draw one line exactly from
+ the left to the right end of the viewport (with all matrices set to
+ be identity), the x coords of both ends of the line would be not
+ -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
+ instead.
+
+ 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
+ divide by the Width/Height, so we need the half range(1.0) to translate by
+ half a pixel.
+
+ The other fun is that d3d's output z range after the transformation is [0;1],
+ but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
+ scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
+ of Z buffer precision and the clear values do not match in the z test. Thus scale
+ [0;1] to [-1;1], so when gl undoes that we utilize the full z range
+ */
+
+ /*
+ * Careful with the order of operations here, we're essentially working backwards:
+ * x = x + 1/w;
+ * y = (y - 1/h) * flip;
+ * z = z * 2 - 1;
+ *
+ * Becomes:
+ * glTranslatef(0.0, 0.0, -1.0);
+ * glScalef(1.0, 1.0, 2.0);
+ *
+ * glScalef(1.0, flip, 1.0);
+ * glTranslatef(1/w, -1/h, 0.0);
+ *
+ * This is equivalent to:
+ * glTranslatef(1/w, -flip/h, -1.0)
+ * glScalef(1.0, flip, 2.0);
+ */
+
+ /* Translate by slightly less than a half pixel to force a top-left
+ * filling convention. We want the difference to be large enough that
+ * it doesn't get lost due to rounding inside the driver, but small
+ * enough to prevent it from interfering with any anti-aliasing. */
+ GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
+ GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
+
+ if (context->render_offscreen)
+ {
+ /* D3D texture coordinates are flipped compared to OpenGL ones, so
+ * render everything upside down when rendering offscreen. */
+ glTranslatef(xoffset, -yoffset, -1.0f);
+ checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
+ glScalef(1.0f, -1.0f, 2.0f);
+ } else {
+ glTranslatef(xoffset, yoffset, -1.0f);
+ checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
+ glScalef(1.0f, 1.0f, 2.0f);
+ }
+ checkGLcall("glScalef");
+
+ glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
+ checkGLcall("glLoadMatrixf");
+ }
+}
+
+/* This should match any arrays loaded in loadVertexData.
+ * TODO: Only load / unload arrays if we have to.
+ */
+static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
+{
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ if (gl_info->supported[EXT_SECONDARY_COLOR])
+ {
+ glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
+ }
+ if (gl_info->supported[ARB_VERTEX_BLEND])
+ {
+ glDisableClientState(GL_WEIGHT_ARRAY_ARB);
+ }
+ unloadTexCoords(gl_info);
+}
+
+static inline void unload_numbered_array(struct wined3d_context *context, int i)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ GL_EXTCALL(glDisableVertexAttribArrayARB(i));
+ checkGLcall("glDisableVertexAttribArrayARB(reg)");
+
+ context->numbered_array_mask &= ~(1 << i);
+}
+
+/* This should match any arrays loaded in loadNumberedArrays
+ * TODO: Only load / unload arrays if we have to.
+ */
+static inline void unloadNumberedArrays(struct wined3d_context *context)
+{
+ /* disable any attribs (this is the same for both GLSL and ARB modes) */
+ GLint maxAttribs = 16;
+ int i;
+
+ /* Leave all the attribs disabled */
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
+ /* MESA does not support it right not */
+ if (glGetError() != GL_NO_ERROR)
+ maxAttribs = 16;
+ for (i = 0; i < maxAttribs; ++i) {
+ unload_numbered_array(context, i);
+ }
+}
+
+static void loadNumberedArrays(struct wined3d_stateblock *stateblock,
+ const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
+ int i;
+ struct wined3d_buffer *vb;
+
+ /* Default to no instancing */
+ stateblock->device->instancedDraw = FALSE;
+
+ for (i = 0; i < MAX_ATTRIBS; i++)
+ {
+ const struct wined3d_stream_state *stream;
+
+ if (!(stream_info->use_map & (1 << i)))
+ {
+ if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
+ continue;
+ }
+
+ stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
+
+ /* Do not load instance data. It will be specified using glTexCoord by drawprim */
+ if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
+ {
+ if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
+ stateblock->device->instancedDraw = TRUE;
+ continue;
+ }
+
+ TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
+
+ if (stream_info->elements[i].stride)
+ {
+ if (curVBO != stream_info->elements[i].buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
+ checkGLcall("glBindBufferARB");
+ curVBO = stream_info->elements[i].buffer_object;
+ }
+ /* Use the VBO to find out if a vertex buffer exists, not the vb
+ * pointer. vb can point to a user pointer data blob. In that case
+ * curVBO will be 0. If there is a vertex buffer but no vbo we
+ * won't be load converted attributes anyway. */
+ vb = stream->buffer;
+ GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
+ stream_info->elements[i].format->gl_vtx_type,
+ stream_info->elements[i].format->gl_normalized,
+ stream_info->elements[i].stride, stream_info->elements[i].data
+ + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
+ + stream->offset));
+
+ if (!(context->numbered_array_mask & (1 << i)))
+ {
+ GL_EXTCALL(glEnableVertexAttribArrayARB(i));
+ context->numbered_array_mask |= (1 << i);
+ }
+ }
+ else
+ {
+ /* Stride = 0 means always the same values.
+ * glVertexAttribPointerARB doesn't do that. Instead disable the
+ * pointer and set up the attribute statically. But we have to
+ * figure out the system memory address. */
+ const BYTE *ptr = stream_info->elements[i].data + stream->offset;
+ if (stream_info->elements[i].buffer_object)
+ {
+ vb = stream->buffer;
+ ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
+ }
+
+ if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
+
+ switch (stream_info->elements[i].format->id)
+ {
+ case WINED3DFMT_R32_FLOAT:
+ GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
+ break;
+ case WINED3DFMT_R32G32_FLOAT:
+ GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
+ break;
+ case WINED3DFMT_R32G32B32_FLOAT:
+ GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
+ break;
+ case WINED3DFMT_R32G32B32A32_FLOAT:
+ GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
+ break;
+
+ case WINED3DFMT_R8G8B8A8_UINT:
+ GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
+ break;
+ case WINED3DFMT_B8G8R8A8_UNORM:
+ if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
+ {
+ const DWORD *src = (const DWORD *)ptr;
+ DWORD c = *src & 0xff00ff00;
+ c |= (*src & 0xff0000) >> 16;
+ c |= (*src & 0xff) << 16;
+ GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
+ break;
+ }
+ /* else fallthrough */
+ case WINED3DFMT_R8G8B8A8_UNORM:
+ GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
+ break;
+
+ case WINED3DFMT_R16G16_SINT:
+ GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
+ break;
+ case WINED3DFMT_R16G16B16A16_SINT:
+ GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
+ break;
+
+ case WINED3DFMT_R16G16_SNORM:
+ {
+ const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
+ GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
+ break;
+ }
+ case WINED3DFMT_R16G16_UNORM:
+ {
+ const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
+ GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
+ break;
+ }
+ case WINED3DFMT_R16G16B16A16_SNORM:
+ GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
+ break;
+ case WINED3DFMT_R16G16B16A16_UNORM:
+ GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
+ break;
+
+ case WINED3DFMT_R10G10B10A2_UINT:
+ FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
+ /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
+ break;
+ case WINED3DFMT_R10G10B10A2_SNORM:
+ FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
+ /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
+ break;
+
+ case WINED3DFMT_R16G16_FLOAT:
+ /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
+ * byte float according to the IEEE standard
+ */
+ FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
+ break;
+ case WINED3DFMT_R16G16B16A16_FLOAT:
+ FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
+ break;
+
+ default:
+ ERR("Unexpected declaration in stride 0 attributes\n");
+ break;
+
+ }
+ }
+ }
+ checkGLcall("Loading numbered arrays");
+}
+
+/* Used from 2 different functions, and too big to justify making it inlined */
+static void loadVertexData(const struct wined3d_context *context, struct wined3d_stateblock *stateblock,
+ const struct wined3d_stream_info *si)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
+ const struct wined3d_stream_info_element *e;
+ const struct wined3d_stream_state *stream;
+
+ TRACE("Using fast vertex array code\n");
+
+ /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
+ stateblock->device->instancedDraw = FALSE;
+
+ /* Blend Data ---------------------------------------------- */
+ if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
+ || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
+ {
+ e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
+ stream = &stateblock->state.streams[e->stream_idx];
+
+ if (gl_info->supported[ARB_VERTEX_BLEND])
+ {
+ TRACE("Blend %u %p %u\n", e->format->component_count,
+ e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
+
+ glEnableClientState(GL_WEIGHT_ARRAY_ARB);
+ checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
+
+ GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
+
+ if (curVBO != e->buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
+ checkGLcall("glBindBufferARB");
+ curVBO = e->buffer_object;
+ }
+
+ TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
+ e->format->gl_vtx_format,
+ e->format->gl_vtx_type,
+ e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
+
+ checkGLcall("glWeightPointerARB");
+
+ if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
+ {
+ static BOOL warned;
+ if (!warned)
+ {
+ FIXME("blendMatrixIndices support\n");
+ warned = TRUE;
+ }
+ }
+ } else {
+ /* TODO: support blends in drawStridedSlow
+ * No need to write a FIXME here, this is done after the general vertex decl decoding
+ */
+ WARN("unsupported blending in openGl\n");
+ }
+ }
+ else
+ {
+ if (gl_info->supported[ARB_VERTEX_BLEND])
+ {
+ static const GLbyte one = 1;
+ GL_EXTCALL(glWeightbvARB(1, &one));
+ checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
+ }
+ }
+
+ /* Point Size ----------------------------------------------*/
+ if (si->use_map & (1 << WINED3D_FFP_PSIZE))
+ {
+ /* no such functionality in the fixed function GL pipeline */
+ TRACE("Cannot change ptSize here in openGl\n");
+ /* TODO: Implement this function in using shaders if they are available */
+ }
+
+ /* Vertex Pointers -----------------------------------------*/
+ if (si->use_map & (1 << WINED3D_FFP_POSITION))
+ {
+ e = &si->elements[WINED3D_FFP_POSITION];
+ stream = &stateblock->state.streams[e->stream_idx];
+
+ if (curVBO != e->buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
+ checkGLcall("glBindBufferARB");
+ curVBO = e->buffer_object;
+ }
+
+ /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
+ handling for rhw mode should not impact screen position whereas in GL it does.
+ This may result in very slightly distorted textures in rhw mode.
+ There's always the other option of fixing the view matrix to
+ prevent w from having any effect.
+
+ This only applies to user pointer sources, in VBOs the vertices are fixed up
+ */
+ if (!e->buffer_object)
+ {
+ TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ }
+ else
+ {
+ TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
+ e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ }
+ checkGLcall("glVertexPointer(...)");
+ glEnableClientState(GL_VERTEX_ARRAY);
+ checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
+ }
+
+ /* Normals -------------------------------------------------*/
+ if (si->use_map & (1 << WINED3D_FFP_NORMAL))
+ {
+ e = &si->elements[WINED3D_FFP_NORMAL];
+ stream = &stateblock->state.streams[e->stream_idx];
+
+ if (curVBO != e->buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
+ checkGLcall("glBindBufferARB");
+ curVBO = e->buffer_object;
+ }
+
+ TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ glNormalPointer(e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ checkGLcall("glNormalPointer(...)");
+ glEnableClientState(GL_NORMAL_ARRAY);
+ checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
+
+ } else {
+ glNormal3f(0, 0, 0);
+ checkGLcall("glNormal3f(0, 0, 0)");
+ }
+
+ /* Diffuse Colour --------------------------------------------*/
+ /* WARNING: Data here MUST be in RGBA format, so cannot */
+ /* go directly into fast mode from app pgm, because */
+ /* directx requires data in BGRA format. */
+ /* currently fixupVertices swizzles the format, but this isn't*/
+ /* very practical when using VBOs */
+ /* NOTE: Unless we write a vertex shader to swizzle the colour*/
+ /* , or the user doesn't care and wants the speed advantage */
+
+ if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
+ {
+ e = &si->elements[WINED3D_FFP_DIFFUSE];
+ stream = &stateblock->state.streams[e->stream_idx];
+
+ if (curVBO != e->buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
+ checkGLcall("glBindBufferARB");
+ curVBO = e->buffer_object;
+ }
+
+ TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
+ e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
+ glEnableClientState(GL_COLOR_ARRAY);
+ checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
+
+ } else {
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ checkGLcall("glColor4f(1, 1, 1, 1)");
+ }
+
+ /* Specular Colour ------------------------------------------*/
+ if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
+ {
+ TRACE("setting specular colour\n");
+
+ e = &si->elements[WINED3D_FFP_SPECULAR];
+ stream = &stateblock->state.streams[e->stream_idx];
+
+ if (gl_info->supported[EXT_SECONDARY_COLOR])
+ {
+ GLenum type = e->format->gl_vtx_type;
+ GLint format = e->format->gl_vtx_format;
+
+ if (curVBO != e->buffer_object)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
+ checkGLcall("glBindBufferARB");
+ curVBO = e->buffer_object;
+ }
+
+ if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
+ {
+ /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
+ * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
+ * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
+ * 4 component secondary colors use it
+ */
+ TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
+ checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
+ }
+ else
+ {
+ switch(type)
+ {
+ case GL_UNSIGNED_BYTE:
+ TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
+ checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
+ break;
+
+ default:
+ FIXME("Add 4 component specular color pointers for type %x\n", type);
+ /* Make sure that the right color component is dropped */
+ TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
+ GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
+ e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
+ checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
+ }
+ }
+ glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
+ checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
+ }
+ else
+ {
+ WARN("Specular colour is not supported in this GL implementation.\n");
+ }
+ }
+ else
+ {
+ if (gl_info->supported[EXT_SECONDARY_COLOR])
+ {
+ GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
+ checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
+ }
+ else
+ {
+ WARN("Specular colour is not supported in this GL implementation.\n");
+ }
+ }
+
+ /* Texture coords -------------------------------------------*/
+ loadTexCoords(gl_info, stateblock, si, &curVBO);
+}
+
+static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ struct wined3d_device *device = stateblock->device;
+ BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
+ BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
+
+ if (context->numberedArraysLoaded && !load_numbered)
+ {
+ unloadNumberedArrays(context);
+ context->numberedArraysLoaded = FALSE;
+ context->numbered_array_mask = 0;
+ }
+ else if (context->namedArraysLoaded)
+ {
+ unloadVertexData(context->gl_info);
+ context->namedArraysLoaded = FALSE;
+ }
+
+ if (load_numbered)
+ {
+ TRACE("Loading numbered arrays\n");
+ loadNumberedArrays(stateblock, &device->strided_streams, context);
+ context->numberedArraysLoaded = TRUE;
+ }
+ else if (load_named)
+ {
+ TRACE("Loading vertex data\n");
+ loadVertexData(context, stateblock, &device->strided_streams);
+ context->namedArraysLoaded = TRUE;
+ }
+}
+
+static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_state *state = &stateblock->state;
+ struct wined3d_device *device = stateblock->device;
+ BOOL useVertexShaderFunction = use_vs(state);
+ BOOL usePixelShaderFunction = use_ps(state);
+ BOOL updateFog = FALSE;
+ BOOL transformed;
+ BOOL wasrhw = context->last_was_rhw;
+ unsigned int i;
+
+ transformed = device->strided_streams.position_transformed;
+ if (transformed != context->last_was_rhw && !useVertexShaderFunction)
+ updateFog = TRUE;
+
+ if (transformed) {
+ context->last_was_rhw = TRUE;
+ } else {
+
+ /* Untransformed, so relies on the view and projection matrices */
+ context->last_was_rhw = FALSE;
+ /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
+ device->untransformed = TRUE;
+ }
+
+ /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
+ * off this function will be called again anyway to make sure they're properly set
+ */
+ if(!useVertexShaderFunction) {
+ /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
+ * or transformed / untransformed was switched
+ */
+ if(wasrhw != context->last_was_rhw &&
+ !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
+ !isStateDirty(context, STATE_VIEWPORT)) {
+ transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
+ }
+ /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
+ * mode.
+ *
+ * If a vertex shader is used, the world matrix changed and then vertex shader unbound
+ * this check will fail and the matrix not applied again. This is OK because a simple
+ * world matrix change reapplies the matrix - These checks here are only to satisfy the
+ * needs of the vertex declaration.
+ *
+ * World and view matrix go into the same gl matrix, so only apply them when neither is
+ * dirty
+ */
+ if(transformed != wasrhw &&
+ !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
+ !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
+ transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
+ }
+
+ if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
+ state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
+ }
+ if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
+ state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
+ }
+
+ if(context->last_was_vshader) {
+ updateFog = TRUE;
+ if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
+ state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
+ }
+ for (i = 0; i < gl_info->limits.clipplanes; ++i)
+ {
+ clipplane(STATE_CLIPPLANE(i), stateblock, context);
+ }
+ }
+ if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
+ state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
+ }
+ } else {
+ if(!context->last_was_vshader) {
+ static BOOL warned = FALSE;
+ if(!device->vs_clipping) {
+ /* Disable all clip planes to get defined results on all drivers. See comment in the
+ * state_clipping state handler
+ */
+ for (i = 0; i < gl_info->limits.clipplanes; ++i)
+ {
+ glDisable(GL_CLIP_PLANE0 + i);
+ checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
+ }
+
+ if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
+ {
+ FIXME("Clipping not supported with vertex shaders\n");
+ warned = TRUE;
+ }
+ }
+ if(wasrhw) {
+ /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
+ * shaders themselves do not need it, but the matrices are not reapplied automatically when
+ * switching back from vertex shaders to fixed function processing. So make sure we leave the
+ * fixed function vertex processing states back in a sane state before switching to shaders
+ */
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
+ transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
+ }
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
+ transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
+ }
+ }
+ updateFog = TRUE;
+
+ /* Vertex shader clipping ignores the view matrix. Update all clipplanes
+ * (Note: ARB shaders can read the clip planes for clipping emulation even if
+ * device->vs_clipping is false.
+ */
+ for (i = 0; i < gl_info->limits.clipplanes; ++i)
+ {
+ clipplane(STATE_CLIPPLANE(i), stateblock, context);
+ }
+ }
+ }
+
+ /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
+ * application
+ */
+ if (!isStateDirty(context, STATE_PIXELSHADER)) {
+ device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
+
+ if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
+ shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
+ }
+ }
+
+ context->last_was_vshader = useVertexShaderFunction;
+
+ if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
+
+ if(!useVertexShaderFunction) {
+ int i;
+ for(i = 0; i < MAX_TEXTURES; i++) {
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
+ transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
+ }
+ }
+ }
+}
+
+static void viewport_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
+ UINT width, height;
+ WINED3DVIEWPORT vp = stateblock->state.viewport;
+
+ if (vp.Width > target->resource.width)
+ vp.Width = target->resource.width;
+ if (vp.Height > target->resource.height)
+ vp.Height = target->resource.height;
+
+ glDepthRange(vp.MinZ, vp.MaxZ);
+ checkGLcall("glDepthRange");
+ /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
+ */
+ if (context->render_offscreen)
+ {
+ glViewport(vp.X, vp.Y, vp.Width, vp.Height);
+ } else {
+ target->get_drawable_size(context, &width, &height);
+
+ glViewport(vp.X,
+ (height - (vp.Y + vp.Height)),
+ vp.Width, vp.Height);
+ }
+
+ checkGLcall("glViewport");
+}
+
+static void viewport_vertexpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
+ transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
+ }
+ if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
+ state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
+ }
+ /* Update the position fixup. */
+ if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
+ shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
+}
+
+static void light(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ UINT Index = state - STATE_ACTIVELIGHT(0);
+ const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
+
+ if(!lightInfo) {
+ glDisable(GL_LIGHT0 + Index);
+ checkGLcall("glDisable(GL_LIGHT0 + Index)");
+ } else {
+ float quad_att;
+ float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
+
+ /* Diffuse: */
+ colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
+ colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
+ colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
+ colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
+ glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
+ checkGLcall("glLightfv");
+
+ /* Specular */
+ colRGBA[0] = lightInfo->OriginalParms.Specular.r;
+ colRGBA[1] = lightInfo->OriginalParms.Specular.g;
+ colRGBA[2] = lightInfo->OriginalParms.Specular.b;
+ colRGBA[3] = lightInfo->OriginalParms.Specular.a;
+ glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
+ checkGLcall("glLightfv");
+
+ /* Ambient */
+ colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
+ colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
+ colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
+ colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
+ glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
+ checkGLcall("glLightfv");
+
+ if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
+ quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
+ } else {
+ quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
+ }
+
+ /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
+ * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
+ * Attenuation0 to NaN and crashes in the gl lib
+ */
+
+ switch (lightInfo->OriginalParms.Type) {
+ case WINED3DLIGHT_POINT:
+ /* Position */
+ glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
+ checkGLcall("glLightfv");
+ glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
+ checkGLcall("glLightf");
+ /* Attenuation - Are these right? guessing... */
+ glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
+ checkGLcall("glLightf");
+ glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
+ checkGLcall("glLightf");
+ if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
+ glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
+ checkGLcall("glLightf");
+ /* FIXME: Range */
+ break;
+
+ case WINED3DLIGHT_SPOT:
+ /* Position */
+ glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
+ checkGLcall("glLightfv");
+ /* Direction */
+ glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
+ checkGLcall("glLightfv");
+ glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
+ checkGLcall("glLightf");
+ glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
+ checkGLcall("glLightf");
+ /* Attenuation - Are these right? guessing... */
+ glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
+ checkGLcall("glLightf");
+ glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
+ checkGLcall("glLightf");
+ if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
+ glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
+ checkGLcall("glLightf");
+ /* FIXME: Range */
+ break;
+
+ case WINED3DLIGHT_DIRECTIONAL:
+ /* Direction */
+ glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
+ checkGLcall("glLightfv");
+ glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
+ checkGLcall("glLightf");
+ glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
+ checkGLcall("glLightf");
+ break;
+
+ default:
+ FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
+ }
+
+ /* Restore the modelview matrix */
+ glPopMatrix();
+
+ glEnable(GL_LIGHT0 + Index);
+ checkGLcall("glEnable(GL_LIGHT0 + Index)");
+ }
+}
+
+static void scissorrect(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
+ RECT *pRect = &stateblock->state.scissor_rect;
+ UINT height;
+ UINT width;
+
+ target->get_drawable_size(context, &width, &height);
+ /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
+ * Warning2: Even in windowed mode the coords are relative to the window, not the screen
+ */
+ TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
+ pRect->right - pRect->left, pRect->bottom - pRect->top);
+
+ if (context->render_offscreen)
+ {
+ glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
+ } else {
+ glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
+ }
+ checkGLcall("glScissor");
+}
+
+static void indexbuffer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (stateblock->state.user_stream || !stateblock->state.index_buffer)
+ {
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
+ }
+ else
+ {
+ struct wined3d_buffer *ib = stateblock->state.index_buffer;
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
+ }
+}
+
+static void frontface(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ if (context->render_offscreen)
+ {
+ glFrontFace(GL_CCW);
+ checkGLcall("glFrontFace(GL_CCW)");
+ } else {
+ glFrontFace(GL_CW);
+ checkGLcall("glFrontFace(GL_CW)");
+ }
+}
+
+static void psorigin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ static BOOL warned;
+
+ if (!warned)
+ {
+ WARN("Point sprite coordinate origin switching not supported.\n");
+ warned = TRUE;
+ }
+}
+
+static void psorigin(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
+
+ if (glPointParameteri)
+ {
+ glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
+ checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
+ }
+ else if (gl_info->supported[NV_POINT_SPRITE])
+ {
+ GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
+ checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
+ }
+}
+
+const struct StateEntryTemplate misc_state_template[] = {
+ { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
+ { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
+ { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
+ { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
+ { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
+
+ /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
+ * vshader loadings are untied from each other
+ */
+ { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
+ { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
+
+ { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
+ { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
+ { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
+ { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
+ { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
+ { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
+ { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
+ { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
+ { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
+ /* Samplers */
+ { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
+ {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
+};
+
+const struct StateEntryTemplate ffp_vertexstate_template[] = {
+ { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
+ { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
+ /* Clip planes */
+ { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
+ { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
+ /* Lights */
+ { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
+ { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
+ /* Viewport */
+ { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
+ /* Transform states follow */
+ { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
+ /* Fog */
+ { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
+ { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
+ { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
+ { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
+ { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
+ { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
+ { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
+ { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
+
+ /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
+ * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
+ * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
+ */
+ { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
+ { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
+ { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
+ {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
+};
+
+static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
+};
+
+/* Context activation and GL locking are done by the caller. */
+static void ffp_enable(BOOL enable) {}
+
+static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+{
+ caps->PrimitiveMiscCaps = 0;
+ caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
+ | WINED3DTEXOPCAPS_ADDSIGNED
+ | WINED3DTEXOPCAPS_ADDSIGNED2X
+ | WINED3DTEXOPCAPS_MODULATE
+ | WINED3DTEXOPCAPS_MODULATE2X
+ | WINED3DTEXOPCAPS_MODULATE4X
+ | WINED3DTEXOPCAPS_SELECTARG1
+ | WINED3DTEXOPCAPS_SELECTARG2
+ | WINED3DTEXOPCAPS_DISABLE;
+
+ if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
+ || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
+ || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+ {
+ caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
+ | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
+ | WINED3DTEXOPCAPS_BLENDFACTORALPHA
+ | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
+ | WINED3DTEXOPCAPS_LERP
+ | WINED3DTEXOPCAPS_SUBTRACT;
+ }
+ if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
+ || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+ {
+ caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
+ | WINED3DTEXOPCAPS_MULTIPLYADD
+ | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
+ | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
+ | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
+ }
+ if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
+ caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
+
+ caps->MaxTextureBlendStages = gl_info->limits.textures;
+ caps->MaxSimultaneousTextures = gl_info->limits.textures;
+}
+
+static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
+static void ffp_fragment_free(struct wined3d_device *device) {}
+static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We only support identity conversions. */
+ if (is_identity_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
+ return FALSE;
+}
+
+const struct fragment_pipeline ffp_fragment_pipeline = {
+ ffp_enable,
+ ffp_fragment_get_caps,
+ ffp_fragment_alloc,
+ ffp_fragment_free,
+ ffp_color_fixup_supported,
+ ffp_fragmentstate_template,
+ FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
+};
+
+static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
+{
+ unsigned int i;
+ for(i = 0; funcs[i]; i++);
+ return i;
+}
+
+static void multistate_apply_2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ stateblock->device->multistate_funcs[state][0](state, stateblock, context);
+ stateblock->device->multistate_funcs[state][1](state, stateblock, context);
+}
+
+static void multistate_apply_3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
+{
+ stateblock->device->multistate_funcs[state][0](state, stateblock, context);
+ stateblock->device->multistate_funcs[state][1](state, stateblock, context);
+ stateblock->device->multistate_funcs[state][2](state, stateblock, context);
+}
+
+static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
+{
+ unsigned int start, last, i;
+
+ start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
+ last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
+ for (i = start; i <= last; ++i)
+ {
+ state_table[i].representative = 0;
+ state_table[i].apply = state_undefined;
+ }
+
+ start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
+ last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
+ for (i = start; i <= last; ++i)
+ {
+ state_table[i].representative = 0;
+ state_table[i].apply = state_undefined;
+ }
+
+ start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
+ last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
+ for (i = start; i <= last; ++i)
+ {
+ state_table[i].representative = 0;
+ state_table[i].apply = state_undefined;
+ }
+}
+
+static void validate_state_table(struct StateEntry *state_table)
+{
+ static const struct
+ {
+ DWORD first;
+ DWORD last;
+ }
+ rs_holes[] =
+ {
+ { 1, 1},
+ { 3, 3},
+ { 17, 18},
+ { 21, 21},
+ { 42, 45},
+ { 47, 47},
+ { 61, 127},
+ {149, 150},
+ {169, 169},
+ {177, 177},
+ {196, 197},
+ { 0, 0},
+ };
+ static const DWORD simple_states[] =
+ {
+ STATE_MATERIAL,
+ STATE_VDECL,
+ STATE_STREAMSRC,
+ STATE_INDEXBUFFER,
+ STATE_VERTEXSHADERCONSTANT,
+ STATE_PIXELSHADERCONSTANT,
+ STATE_VSHADER,
+ STATE_PIXELSHADER,
+ STATE_VIEWPORT,
+ STATE_SCISSORRECT,
+ &nbs