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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/state.c@ 20817

Last change on this file since 20817 was 20612, checked in by vboxsync, 16 years ago

crOpenGL: update wine to 1.1.23

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1/*
2 * Direct3D state management
3 *
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27/*
28 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
29 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
30 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
31 * a choice of LGPL license versions is made available with the language indicating
32 * that LGPLv2 or any later version may be used, or where a choice of which version
33 * of the LGPL is applied is otherwise unspecified.
34 */
35
36#include "config.h"
37#include <stdio.h>
38#ifdef HAVE_FLOAT_H
39/* GL locking for state handlers is done by the caller. */
40
41# include <float.h>
42#endif
43#include "wined3d_private.h"
44
45WINE_DEFAULT_DEBUG_CHANNEL(d3d);
46WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
47
48#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
49
50static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
51
52static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
54 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
55 */
56 if(STATE_IS_RENDER(state)) {
57 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
58 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
59 } else {
60 /* Shouldn't have an unknown type here */
61 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
62 }
63}
64
65static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
66 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
67 * list without causing confusing terminal output. Deliberately no special debug name here
68 * because its undefined.
69 */
70 WARN("undefined state %d\n", state);
71}
72
73static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
74 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
75
76 switch(Value) {
77 case WINED3DFILL_POINT:
78 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
79 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
80 break;
81 case WINED3DFILL_WIREFRAME:
82 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
83 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
84 break;
85 case WINED3DFILL_SOLID:
86 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
87 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
88 break;
89 default:
90 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
91 }
92}
93
94static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
95 /* Lighting is not enabled if transformed vertices are drawn
96 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
97 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
98 * vertex declaration applying function calls this function for updating
99 */
100
101 if(isStateDirty(context, STATE_VDECL)) {
102 return;
103 }
104
105 if (stateblock->renderState[WINED3DRS_LIGHTING]
106 && !stateblock->wineD3DDevice->strided_streams.position_transformed)
107 {
108 glEnable(GL_LIGHTING);
109 checkGLcall("glEnable GL_LIGHTING");
110 } else {
111 glDisable(GL_LIGHTING);
112 checkGLcall("glDisable GL_LIGHTING");
113 }
114}
115
116static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
117 /* No z test without depth stencil buffers */
118 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
119 TRACE("No Z buffer - disabling depth test\n");
120 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
121 checkGLcall("glDisable GL_DEPTH_TEST");
122 return;
123 }
124
125 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
126 case WINED3DZB_FALSE:
127 glDisable(GL_DEPTH_TEST);
128 checkGLcall("glDisable GL_DEPTH_TEST");
129 break;
130 case WINED3DZB_TRUE:
131 glEnable(GL_DEPTH_TEST);
132 checkGLcall("glEnable GL_DEPTH_TEST");
133 break;
134 case WINED3DZB_USEW:
135 glEnable(GL_DEPTH_TEST);
136 checkGLcall("glEnable GL_DEPTH_TEST");
137 FIXME("W buffer is not well handled\n");
138 break;
139 default:
140 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
141 }
142}
143
144static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
145 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
146 * switch
147 */
148 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
149 case WINED3DCULL_NONE:
150 glDisable(GL_CULL_FACE);
151 checkGLcall("glDisable GL_CULL_FACE");
152 break;
153 case WINED3DCULL_CW:
154 glEnable(GL_CULL_FACE);
155 checkGLcall("glEnable GL_CULL_FACE");
156 glCullFace(GL_FRONT);
157 checkGLcall("glCullFace(GL_FRONT)");
158 break;
159 case WINED3DCULL_CCW:
160 glEnable(GL_CULL_FACE);
161 checkGLcall("glEnable GL_CULL_FACE");
162 glCullFace(GL_BACK);
163 checkGLcall("glCullFace(GL_BACK)");
164 break;
165 default:
166 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
167 }
168}
169
170static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
171 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
172 case WINED3DSHADE_FLAT:
173 glShadeModel(GL_FLAT);
174 checkGLcall("glShadeModel(GL_FLAT)");
175 break;
176 case WINED3DSHADE_GOURAUD:
177 glShadeModel(GL_SMOOTH);
178 checkGLcall("glShadeModel(GL_SMOOTH)");
179 break;
180 case WINED3DSHADE_PHONG:
181 FIXME("WINED3DSHADE_PHONG isn't supported\n");
182 break;
183 default:
184 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
185 }
186}
187
188static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
189 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
190 glEnable(GL_DITHER);
191 checkGLcall("glEnable GL_DITHER");
192 } else {
193 glDisable(GL_DITHER);
194 checkGLcall("glDisable GL_DITHER");
195 }
196}
197
198static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
199 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
200 * this has to be merged with ZENABLE and ZFUNC
201 */
202 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
203 glDepthMask(1);
204 checkGLcall("glDepthMask(1)");
205 } else {
206 glDepthMask(0);
207 checkGLcall("glDepthMask(0)");
208 }
209}
210
211static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
212 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
213
214 if(glParm) {
215 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
216 static BOOL once = FALSE;
217 /* There are a few issues with this: First, our inability to
218 * select a proper Z depth, most of the time we're stuck with
219 * D24S8, even if the app selects D32 or D16. There seem to be
220 * some other precision problems which have to be debugged to
221 * make NOTEQUAL and EQUAL work properly
222 */
223 if(!once) {
224 once = TRUE;
225 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
226 }
227 }
228
229 glDepthFunc(glParm);
230 checkGLcall("glDepthFunc");
231 }
232}
233
234static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
237
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
241}
242
243static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
244 int srcBlend = GL_ZERO;
245 int dstBlend = GL_ZERO;
246 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
247
248 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
249 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
250 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
251 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
252
253 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
254 * The d3d9 visual test confirms the behavior. */
255 if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
256 {
257 glDisable(GL_BLEND);
258 checkGLcall("glDisable GL_BLEND");
259 return;
260 } else {
261 glEnable(GL_BLEND);
262 checkGLcall("glEnable GL_BLEND");
263 }
264 } else {
265 glDisable(GL_BLEND);
266 checkGLcall("glDisable GL_BLEND");
267 /* Nothing more to do - get out */
268 return;
269 };
270
271 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
272 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
273 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
274 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
275 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
276 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
277 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
278 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
279 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
280
281 /* To compensate the lack of format switching with backbuffer offscreen rendering,
282 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
283 * if the render target doesn't support alpha blending. A nonexistent alpha channel
284 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
285 */
286 case WINED3DBLEND_DESTALPHA :
287 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
288 break;
289 case WINED3DBLEND_INVDESTALPHA :
290 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
291 break;
292
293 case WINED3DBLEND_SRCALPHASAT :
294 dstBlend = GL_SRC_ALPHA_SATURATE;
295 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
296 break;
297
298 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
299 * values which are still valid up to d3d9. They should not occur as dest blend values
300 */
301 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
302 srcBlend = GL_SRC_ALPHA;
303 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
304 break;
305
306 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
307 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
308 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
309 break;
310
311 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
312 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
313 default:
314 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
315 }
316
317 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
318 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
319 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
320 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
321 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
322 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
323 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
324 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
325 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
326 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
327
328 case WINED3DBLEND_DESTALPHA :
329 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
330 break;
331 case WINED3DBLEND_INVDESTALPHA :
332 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
333 break;
334
335 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
336 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
337 break;
338
339 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
340 dstBlend = GL_SRC_ALPHA;
341 break;
342
343 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
344 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
345 default:
346 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
347 }
348
349 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
350 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
351 glEnable(GL_LINE_SMOOTH);
352 checkGLcall("glEnable(GL_LINE_SMOOTH)");
353 if(srcBlend != GL_SRC_ALPHA) {
354 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 }
356 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
357 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358 }
359 } else {
360 glDisable(GL_LINE_SMOOTH);
361 checkGLcall("glDisable(GL_LINE_SMOOTH)");
362 }
363
364 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
365 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
366 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
367 }
368
369 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
370 int srcBlendAlpha = GL_ZERO;
371 int dstBlendAlpha = GL_ZERO;
372
373 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
374 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
375 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
376 return;
377 }
378
379 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
380 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
381 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
382 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
383 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
384 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
385 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
386 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
387 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
388 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
390 case WINED3DBLEND_SRCALPHASAT :
391 dstBlend = GL_SRC_ALPHA_SATURATE;
392 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393 break;
394 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
395 * values which are still valid up to d3d9. They should not occur as dest blend values
396 */
397 case WINED3DBLEND_BOTHSRCALPHA :
398 dstBlendAlpha = GL_SRC_ALPHA;
399 srcBlendAlpha = GL_SRC_ALPHA;
400 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401 break;
402 case WINED3DBLEND_BOTHINVSRCALPHA :
403 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
405 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406 break;
407 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
408 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
409 default:
410 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
411 }
412
413 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
414 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
415 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
416 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
417 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
418 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
419 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
420 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
421 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
422 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
423 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
425 case WINED3DBLEND_BOTHSRCALPHA :
426 srcBlendAlpha = GL_SRC_ALPHA;
427 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428 break;
429 case WINED3DBLEND_BOTHINVSRCALPHA :
430 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 dstBlendAlpha = GL_SRC_ALPHA;
432 break;
433 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
434 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
435 default:
436 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
437 }
438
439 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
440 checkGLcall("glBlendFuncSeparateEXT");
441 } else {
442 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
443 glBlendFunc(srcBlend, dstBlend);
444 checkGLcall("glBlendFunc");
445 }
446
447 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
448 so it may need updating */
449 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
450 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
451 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
452 }
453}
454
455static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
456 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
457}
458
459static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
460 float col[4];
461
462 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
463 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
464 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
465 checkGLcall("glBlendColor");
466}
467
468static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
469 int glParm = 0;
470 float ref;
471 BOOL enable_ckey = FALSE;
472
473 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
474
475 /* Find out if the texture on the first stage has a ckey set
476 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
477 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
478 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
479 * in case it finds some texture+colorkeyenable combination which needs extra care.
480 */
481 if (stateblock->textures[0])
482 {
483 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
484
485 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
486 {
487 IWineD3DSurfaceImpl *surf;
488
489 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
490
491 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
492 {
493 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
494 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
495 * surface has alpha bits */
496 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
497 }
498 }
499 }
500
501 if(enable_ckey || context->last_was_ckey) {
502 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
503 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
504 }
505 context->last_was_ckey = enable_ckey;
506
507 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
508 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
509 glEnable(GL_ALPHA_TEST);
510 checkGLcall("glEnable GL_ALPHA_TEST");
511 } else {
512 glDisable(GL_ALPHA_TEST);
513 checkGLcall("glDisable GL_ALPHA_TEST");
514 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
515 * enable call
516 */
517 return;
518 }
519
520 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
521 glParm = GL_NOTEQUAL;
522 ref = 0.0;
523 } else {
524 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
525 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
526 }
527 if(glParm) {
528 glAlphaFunc(glParm, ref);
529 checkGLcall("glAlphaFunc");
530 }
531}
532
533static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
534 DWORD enable = 0xFFFFFFFF;
535 DWORD disable = 0x00000000;
536
537 if (!stateblock->wineD3DDevice->vs_clipping && use_vs(stateblock))
538 {
539 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
540 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
541 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
542 * of that - don't do anything here and keep them disabled
543 */
544 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
545 static BOOL warned = FALSE;
546 if(!warned) {
547 FIXME("Clipping not supported with vertex shaders\n");
548 warned = TRUE;
549 }
550 }
551 return;
552 }
553
554 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
555 * of already set values
556 */
557
558 /* If enabling / disabling all
559 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
560 */
561 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
562 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
563 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
564 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
565 glDisable(GL_DEPTH_CLAMP_NV);
566 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
567 }
568 } else {
569 disable = 0xffffffff;
570 enable = 0x00;
571 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
572 glEnable(GL_DEPTH_CLAMP_NV);
573 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
574 }
575 }
576
577 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
578 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
579 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
580 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
581 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
582 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
583
584 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
585 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
586 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
587 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
588 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
589 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
590
591 /** update clipping status */
592 if (enable) {
593 stateblock->clip_status.ClipUnion = 0;
594 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
595 } else {
596 stateblock->clip_status.ClipUnion = 0;
597 stateblock->clip_status.ClipIntersection = 0;
598 }
599}
600
601static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
602 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
603}
604
605static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
606 int blendEquation = GL_FUNC_ADD;
607 int blendEquationAlpha = GL_FUNC_ADD;
608
609 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
610 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
611 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
612 return;
613 }
614
615 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
616 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
617 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
618 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
619 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
620 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
621 default:
622 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
623 }
624
625 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
626 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
627 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
628 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
629 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
630 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
631 default:
632 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
633 }
634
635 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
636 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
637 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
638 checkGLcall("glBlendEquationSeparateEXT");
639 } else {
640 TRACE("glBlendEquation(%x)\n", blendEquation);
641 GL_EXTCALL(glBlendEquationEXT(blendEquation));
642 checkGLcall("glBlendEquation");
643 }
644}
645
646static void
647state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
648 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
649 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
650 * specular color. This is wrong:
651 * Separate specular color means the specular colour is maintained separately, whereas
652 * single color means it is merged in. However in both cases they are being used to
653 * some extent.
654 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
655 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
656 * running 1.4 yet!
657 *
658 *
659 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
660 * Instead, we need to setup the FinalCombiner properly.
661 *
662 * The default setup for the FinalCombiner is:
663 *
664 * <variable> <input> <mapping> <usage>
665 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
666 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
669 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
670 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
671 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
672 *
673 * That's pretty much fine as it is, except for variable B, which needs to take
674 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
675 * whether WINED3DRS_SPECULARENABLE is enabled or not.
676 */
677
678 TRACE("Setting specular enable state and materials\n");
679 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
680 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
681 checkGLcall("glMaterialfv");
682
683 if(stateblock->material.Power > GL_LIMITS(shininess)) {
684 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
685 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
686 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
687 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
688 * them, it should be safe to do so without major visual distortions.
689 */
690 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
691 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
692 } else {
693 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
694 }
695 checkGLcall("glMaterialf(GL_SHININESS)");
696
697 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
698 glEnable(GL_COLOR_SUM_EXT);
699 } else {
700 TRACE("Specular colors cannot be enabled in this version of opengl\n");
701 }
702 checkGLcall("glEnable(GL_COLOR_SUM)");
703
704 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
705 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
706 checkGLcall("glFinalCombinerInputNV()");
707 }
708 } else {
709 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
710
711 /* for the case of enabled lighting: */
712 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
713 checkGLcall("glMaterialfv");
714
715 /* for the case of disabled lighting: */
716 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
717 glDisable(GL_COLOR_SUM_EXT);
718 } else {
719 TRACE("Specular colors cannot be disabled in this version of opengl\n");
720 }
721 checkGLcall("glDisable(GL_COLOR_SUM)");
722
723 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
724 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
725 checkGLcall("glFinalCombinerInputNV()");
726 }
727 }
728
729 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
730 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
731 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
732 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
733 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
734 stateblock->material.Specular.b, stateblock->material.Specular.a);
735 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
736 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
737
738 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
739 checkGLcall("glMaterialfv(GL_AMBIENT)");
740 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
741 checkGLcall("glMaterialfv(GL_DIFFUSE)");
742 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
743 checkGLcall("glMaterialfv(GL_EMISSION)");
744}
745
746static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
747 unsigned int i;
748
749 /* Note the texture color applies to all textures whereas
750 * GL_TEXTURE_ENV_COLOR applies to active only
751 */
752 float col[4];
753 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
754
755 /* And now the default texture color as well */
756 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
757 /* Note the WINED3DRS value applies to all textures, but GL has one
758 * per texture, so apply it now ready to be used!
759 */
760 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
761 checkGLcall("glActiveTextureARB");
762
763 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
764 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
765 }
766}
767
768static void
769renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
770 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
771 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
772 GL_EXTCALL(glActiveStencilFaceEXT(face));
773 checkGLcall("glActiveStencilFaceEXT(...)");
774 glStencilFunc(func, ref, mask);
775 checkGLcall("glStencilFunc(...)");
776 glStencilOp(stencilFail, depthFail, stencilPass);
777 checkGLcall("glStencilOp(...)");
778}
779
780static void
781state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782 DWORD onesided_enable = FALSE;
783 DWORD twosided_enable = FALSE;
784 GLint func = GL_ALWAYS;
785 GLint func_ccw = GL_ALWAYS;
786 GLint ref = 0;
787 GLuint mask = 0;
788 GLint stencilFail = GL_KEEP;
789 GLint depthFail = GL_KEEP;
790 GLint stencilPass = GL_KEEP;
791 GLint stencilFail_ccw = GL_KEEP;
792 GLint depthFail_ccw = GL_KEEP;
793 GLint stencilPass_ccw = GL_KEEP;
794
795 /* No stencil test without a stencil buffer */
796 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
800 }
801
802 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
803 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
805 func = GL_ALWAYS;
806 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
807 func_ccw = GL_ALWAYS;
808 ref = stateblock->renderState[WINED3DRS_STENCILREF];
809 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
816
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
823
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
827
828 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
829 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
830 * which has an effect on the code below too. If we apply the front face
831 * afterwards, we are sure that the active stencil face is set to front,
832 * and other stencil functions which do not use two sided stencil do not have
833 * to set it back
834 */
835 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
836 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
837 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
838 stencilFail, depthFail, stencilPass);
839 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
840 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
841 checkGLcall("glStencilFuncSeparateATI(...)");
842 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
843 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
844 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
845 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
846 } else {
847 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
848 }
849 } else if(onesided_enable) {
850 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
851 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
852 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
853 }
854
855 /* This code disables the ATI extension as well, since the standard stencil functions are equal
856 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
857 */
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
860 glStencilFunc(func, ref, mask);
861 checkGLcall("glStencilFunc(...)");
862 glStencilOp(stencilFail, depthFail, stencilPass);
863 checkGLcall("glStencilOp(...)");
864 } else {
865 glDisable(GL_STENCIL_TEST);
866 checkGLcall("glDisable GL_STENCIL_TEST");
867 }
868}
869
870static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871 DWORD mask;
872
873 if(stateblock->wineD3DDevice->stencilBufferTarget) {
874 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
875 } else {
876 mask = 0;
877 }
878
879 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
880 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
881 glStencilMask(mask);
882 checkGLcall("glStencilMask");
883 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
884 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
885 glStencilMask(mask);
886}
887
888static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889 DWORD mask;
890
891 if(stateblock->wineD3DDevice->stencilBufferTarget) {
892 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
893 } else {
894 mask = 0;
895 }
896
897 glStencilMask(mask);
898 checkGLcall("glStencilMask");
899}
900
901static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
902
903 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
904
905 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
906
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
909 glHint(GL_FOG_HINT, GL_NICEST);
910 if(context->fog_coord) {
911 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
912 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
913 context->fog_coord = FALSE;
914 }
915 return;
916 }
917
918 /* Otherwise use per-vertex fog in any case */
919 glHint(GL_FOG_HINT, GL_FASTEST);
920
921 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
922 /* No fog at all, or transformed vertices: Use fog coord */
923 if(!context->fog_coord) {
924 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
925 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
926 context->fog_coord = TRUE;
927 }
928 } else {
929 /* Otherwise, use the fragment depth */
930 if(context->fog_coord) {
931 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
932 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
933 context->fog_coord = FALSE;
934 }
935 }
936}
937
938void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
939 float fogstart, fogend;
940 union {
941 DWORD d;
942 float f;
943 } tmpvalue;
944
945 switch(context->fog_source) {
946 case FOGSOURCE_VS:
947 fogstart = 1.0;
948 fogend = 0.0;
949 break;
950
951 case FOGSOURCE_COORD:
952 fogstart = 255.0;
953 fogend = 0.0;
954 break;
955
956 case FOGSOURCE_FFP:
957 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
958 fogstart = tmpvalue.f;
959 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
960 fogend = tmpvalue.f;
961 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
962 if(fogstart == fogend) {
963 unsigned long fNegInf = 0xff800000;
964 fogstart = *(float*)(&fNegInf); /* -1.0/0.0 */
965 fogend = 0.0;
966 }
967 break;
968
969 default:
970 /* This should not happen.context->fog_source is set in wined3d, not the app.
971 * Still this is needed to make the compiler happy
972 */
973 ERR("Unexpected fog coordinate source\n");
974 fogstart = 0.0;
975 fogend = 0.0;
976 }
977
978 glFogf(GL_FOG_START, fogstart);
979 checkGLcall("glFogf(GL_FOG_START, fogstart)");
980 TRACE("Fog Start == %f\n", fogstart);
981
982 glFogf(GL_FOG_END, fogend);
983 checkGLcall("glFogf(GL_FOG_END, fogend)");
984 TRACE("Fog End == %f\n", fogend);
985}
986
987void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
988 enum fogsource new_source;
989
990 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
991
992 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
993 /* No fog? Disable it, and we're done :-) */
994 glDisableWINE(GL_FOG);
995 checkGLcall("glDisable GL_FOG");
996 return;
997 }
998
999 /* Fog Rules:
1000 *
1001 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1002 * It can use the Z value of the vertex, or the alpha component of the specular color.
1003 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1004 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1005 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1006 *
1007 * FOGTABLEMODE != NONE:
1008 * The Z value is used, with the equation specified, no matter what vertex type.
1009 *
1010 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1011 * Per vertex fog is calculated using the specified fog equation and the parameters
1012 *
1013 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1014 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1015 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1016 *
1017 *
1018 * Rules for vertex fog with shaders:
1019 *
1020 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1021 * the fog computation to happen during transformation while openGL expects it to happen
1022 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1023 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1024 * To solve this problem, WineD3D does:
1025 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1026 * shader,
1027 * and 2) disables the fog computation (in either the fixed function or programmable
1028 * rasterizer) if using a vertex program.
1029 *
1030 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1031 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1032 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1033 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1034 * There are some GL differences between specular fog coords and vertex shaders though.
1035 *
1036 * With table fog the vertex shader fog coordinate is ignored.
1037 *
1038 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1039 * without shaders).
1040 */
1041
1042 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1043 * the system will apply only pixel(=table) fog effects."
1044 */
1045 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1046 if(use_vs(stateblock)) {
1047 glFogi(GL_FOG_MODE, GL_LINEAR);
1048 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1049 new_source = FOGSOURCE_VS;
1050 } else {
1051 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1052 /* If processed vertices are used, fall through to the NONE case */
1053 case WINED3DFOG_EXP:
1054 if(!context->last_was_rhw) {
1055 glFogi(GL_FOG_MODE, GL_EXP);
1056 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1057 new_source = FOGSOURCE_FFP;
1058 break;
1059 }
1060 /* drop through */
1061
1062 case WINED3DFOG_EXP2:
1063 if(!context->last_was_rhw) {
1064 glFogi(GL_FOG_MODE, GL_EXP2);
1065 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1066 new_source = FOGSOURCE_FFP;
1067 break;
1068 }
1069 /* drop through */
1070
1071 case WINED3DFOG_LINEAR:
1072 if(!context->last_was_rhw) {
1073 glFogi(GL_FOG_MODE, GL_LINEAR);
1074 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1075 new_source = FOGSOURCE_FFP;
1076 break;
1077 }
1078 /* drop through */
1079
1080 case WINED3DFOG_NONE:
1081 /* Both are none? According to msdn the alpha channel of the specular
1082 * color contains a fog factor. Set it in drawStridedSlow.
1083 * Same happens with Vertexfog on transformed vertices
1084 */
1085 new_source = FOGSOURCE_COORD;
1086 glFogi(GL_FOG_MODE, GL_LINEAR);
1087 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1088 break;
1089
1090 default:
1091 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1092 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1093 }
1094 }
1095 } else {
1096 new_source = FOGSOURCE_FFP;
1097
1098 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1099 case WINED3DFOG_EXP:
1100 glFogi(GL_FOG_MODE, GL_EXP);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1102 break;
1103
1104 case WINED3DFOG_EXP2:
1105 glFogi(GL_FOG_MODE, GL_EXP2);
1106 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1107 break;
1108
1109 case WINED3DFOG_LINEAR:
1110 glFogi(GL_FOG_MODE, GL_LINEAR);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1112 break;
1113
1114 case WINED3DFOG_NONE: /* Won't happen */
1115 default:
1116 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1117 }
1118 }
1119
1120 glEnableWINE(GL_FOG);
1121 checkGLcall("glEnable GL_FOG");
1122 if(new_source != context->fog_source) {
1123 context->fog_source = new_source;
1124 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1125 }
1126}
1127
1128static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1129 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1130 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1131 }
1132}
1133
1134static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1135 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1136 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1137 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1138 } else {
1139 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1140 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1141 }
1142}
1143
1144void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1145 float col[4];
1146 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1147 glFogfv(GL_FOG_COLOR, &col[0]);
1148 checkGLcall("glFog GL_FOG_COLOR");
1149}
1150
1151void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1152 union {
1153 DWORD d;
1154 float f;
1155 } tmpvalue;
1156 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1157 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1158 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1159}
1160
1161static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1162 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1163 GLenum Parm = 0;
1164 const struct wined3d_stream_info_element *diffuse = &device->strided_streams.elements[WINED3D_FFP_DIFFUSE];
1165 BOOL isDiffuseSupplied;
1166
1167 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1168 * The vertex declaration will call this function if the fixed function pipeline is used.
1169 */
1170
1171 if(isStateDirty(context, STATE_VDECL)) {
1172 return;
1173 }
1174
1175 isDiffuseSupplied = diffuse->data || diffuse->buffer_object;
1176
1177 context->num_untracked_materials = 0;
1178 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1179 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1180 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1181 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1182 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1183 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1184
1185 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1186 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1187 Parm = GL_AMBIENT_AND_DIFFUSE;
1188 } else {
1189 Parm = GL_DIFFUSE;
1190 }
1191 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1192 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1193 context->num_untracked_materials++;
1194 }
1195 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1196 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1197 context->num_untracked_materials++;
1198 }
1199 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1200 Parm = GL_AMBIENT;
1201 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1202 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1203 context->num_untracked_materials++;
1204 }
1205 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1206 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1207 context->num_untracked_materials++;
1208 }
1209 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1210 Parm = GL_EMISSION;
1211 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1212 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1213 context->num_untracked_materials++;
1214 }
1215 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1216 Parm = GL_SPECULAR;
1217 }
1218 }
1219
1220 /* Nothing changed, return. */
1221 if (Parm == context->tracking_parm) return;
1222
1223 if(!Parm) {
1224 glDisable(GL_COLOR_MATERIAL);
1225 checkGLcall("glDisable GL_COLOR_MATERIAL");
1226 } else {
1227 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1228 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1229 glEnable(GL_COLOR_MATERIAL);
1230 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1231 }
1232
1233 /* Apparently calls to glMaterialfv are ignored for properties we're
1234 * tracking with glColorMaterial, so apply those here. */
1235 switch (context->tracking_parm) {
1236 case GL_AMBIENT_AND_DIFFUSE:
1237 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1238 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1239 checkGLcall("glMaterialfv");
1240 break;
1241
1242 case GL_DIFFUSE:
1243 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1244 checkGLcall("glMaterialfv");
1245 break;
1246
1247 case GL_AMBIENT:
1248 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1249 checkGLcall("glMaterialfv");
1250 break;
1251
1252 case GL_EMISSION:
1253 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1254 checkGLcall("glMaterialfv");
1255 break;
1256
1257 case GL_SPECULAR:
1258 /* Only change material color if specular is enabled, otherwise it is set to black */
1259 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1260 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1261 checkGLcall("glMaterialfv");
1262 } else {
1263 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1264 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1265 checkGLcall("glMaterialfv");
1266 }
1267 break;
1268 }
1269
1270 context->tracking_parm = Parm;
1271}
1272
1273static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1274 union {
1275 DWORD d;
1276 WINED3DLINEPATTERN lp;
1277 } tmppattern;
1278 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1279
1280 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1281
1282 if (tmppattern.lp.wRepeatFactor) {
1283 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1284 checkGLcall("glLineStipple(repeat, linepattern)");
1285 glEnable(GL_LINE_STIPPLE);
1286 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1287 } else {
1288 glDisable(GL_LINE_STIPPLE);
1289 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1290 }
1291}
1292
1293static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1294 union {
1295 DWORD d;
1296 float f;
1297 } tmpvalue;
1298
1299 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1300 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1301 TRACE("ZBias value %f\n", tmpvalue.f);
1302 glPolygonOffset(0, -tmpvalue.f);
1303 checkGLcall("glPolygonOffset(0, -Value)");
1304 glEnable(GL_POLYGON_OFFSET_FILL);
1305 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1306 glEnable(GL_POLYGON_OFFSET_LINE);
1307 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1308 glEnable(GL_POLYGON_OFFSET_POINT);
1309 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1310 } else {
1311 glDisable(GL_POLYGON_OFFSET_FILL);
1312 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1313 glDisable(GL_POLYGON_OFFSET_LINE);
1314 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1315 glDisable(GL_POLYGON_OFFSET_POINT);
1316 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1317 }
1318}
1319
1320
1321static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1322 if(isStateDirty(context, STATE_VDECL)) {
1323 return;
1324 }
1325 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1326 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1327 * by zero and is not properly defined in opengl, so avoid it
1328 */
1329 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1330 && (stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].data
1331 || stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].buffer_object))
1332 {
1333 glEnable(GL_NORMALIZE);
1334 checkGLcall("glEnable(GL_NORMALIZE);");
1335 } else {
1336 glDisable(GL_NORMALIZE);
1337 checkGLcall("glDisable(GL_NORMALIZE);");
1338 }
1339}
1340
1341static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1342 union {
1343 DWORD d;
1344 float f;
1345 } tmpvalue;
1346
1347 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1348 if(tmpvalue.f != 1.0) {
1349 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1350 }
1351 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1352 if(tmpvalue.f != 64.0) {
1353 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1354 }
1355
1356}
1357
1358static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359 union {
1360 DWORD d;
1361 float f;
1362 } min, max;
1363
1364 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1365 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1366
1367 /* Max point size trumps min point size */
1368 if(min.f > max.f) {
1369 min.f = max.f;
1370 }
1371
1372 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1373 checkGLcall("glPointParameterfEXT(...)");
1374 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1375 checkGLcall("glPointParameterfEXT(...)");
1376}
1377
1378static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1379 union {
1380 DWORD d;
1381 float f;
1382 } min, max;
1383
1384 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1385 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1386
1387 /* Max point size trumps min point size */
1388 if(min.f > max.f) {
1389 min.f = max.f;
1390 }
1391
1392 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1393 checkGLcall("glPointParameterfARB(...)");
1394 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1395 checkGLcall("glPointParameterfARB(...)");
1396}
1397
1398static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1399 /* TODO: Group this with the viewport */
1400 /*
1401 * POINTSCALEENABLE controls how point size value is treated. If set to
1402 * true, the point size is scaled with respect to height of viewport.
1403 * When set to false point size is in pixels.
1404 */
1405
1406 /* Default values */
1407 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1408 union {
1409 DWORD d;
1410 float f;
1411 } pointSize, A, B, C;
1412
1413 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1414 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1415 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1416 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1417
1418 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1419 GLfloat scaleFactor;
1420 float h = stateblock->viewport.Height;
1421
1422 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1423 /*
1424 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1425 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1426 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1427 * are less than 1.0f. scale_factor = 1.0f / point_size.
1428 */
1429 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1430 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1431 * is 1.0, but then accepts points below that and draws too small points
1432 */
1433 pointSize.f = GL_LIMITS(pointsizemin);
1434 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1435 /* gl already scales the input to glPointSize,
1436 * d3d scales the result after the point size scale.
1437 * If the point size is bigger than the max size, use the
1438 * scaling to scale it bigger, and set the gl point size to max
1439 */
1440 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1441 TRACE("scale: %f\n", scaleFactor);
1442 pointSize.f = GL_LIMITS(pointsize);
1443 } else {
1444 scaleFactor = 1.0f;
1445 }
1446 scaleFactor = pow(h * scaleFactor, 2);
1447
1448 att[0] = A.f / scaleFactor;
1449 att[1] = B.f / scaleFactor;
1450 att[2] = C.f / scaleFactor;
1451 }
1452
1453 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1454 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1455 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1456 }
1457 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1458 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1459 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1460 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1461 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1462 }
1463
1464 glPointSize(pointSize.f);
1465 checkGLcall("glPointSize(...);");
1466}
1467
1468static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1469 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1470
1471 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1472 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1473 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1474 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1475 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1476 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1477 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1478 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1479 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1480 checkGLcall("glColorMask(...)");
1481
1482 /* depends on WINED3DRS_COLORWRITEENABLE. */
1483 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1484 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1485 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1486 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1487 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1488 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1489 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1490 }
1491}
1492
1493static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1494 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1495 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1496 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1497 } else {
1498 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1499 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1500 }
1501}
1502
1503static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1505 TRACE("Last Pixel Drawing Enabled\n");
1506 } else {
1507 static BOOL warned;
1508 if (!warned) {
1509 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1510 warned = TRUE;
1511 } else {
1512 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1513 }
1514 }
1515}
1516
1517static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1518 BOOL warned = FALSE;
1519 /* TODO: NV_POINT_SPRITE */
1520 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1521 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1522 FIXME("Point sprites not supported\n");
1523 warned = TRUE;
1524 }
1525}
1526
1527static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1529 BOOL warned = FALSE;
1530 if(GL_LIMITS(point_sprite_units) < GL_LIMITS(textures) && !warned) {
1531 if(use_ps(stateblock) || stateblock->lowest_disabled_stage > GL_LIMITS(point_sprite_units)) {
1532 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1533 warned = TRUE;
1534 }
1535 }
1536
1537 glEnable(GL_POINT_SPRITE_ARB);
1538 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1539 } else {
1540 glDisable(GL_POINT_SPRITE_ARB);
1541 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1542 }
1543}
1544
1545static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546 /**
1547 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1548 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1549 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1550 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1551
1552 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1553 */
1554 TRACE("Stub\n");
1555 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1556 stateblock->renderState[WINED3DRS_WRAP1] ||
1557 stateblock->renderState[WINED3DRS_WRAP2] ||
1558 stateblock->renderState[WINED3DRS_WRAP3] ||
1559 stateblock->renderState[WINED3DRS_WRAP4] ||
1560 stateblock->renderState[WINED3DRS_WRAP5] ||
1561 stateblock->renderState[WINED3DRS_WRAP6] ||
1562 stateblock->renderState[WINED3DRS_WRAP7] ||
1563 stateblock->renderState[WINED3DRS_WRAP8] ||
1564 stateblock->renderState[WINED3DRS_WRAP9] ||
1565 stateblock->renderState[WINED3DRS_WRAP10] ||
1566 stateblock->renderState[WINED3DRS_WRAP11] ||
1567 stateblock->renderState[WINED3DRS_WRAP12] ||
1568 stateblock->renderState[WINED3DRS_WRAP13] ||
1569 stateblock->renderState[WINED3DRS_WRAP14] ||
1570 stateblock->renderState[WINED3DRS_WRAP15] ) {
1571 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1572 }
1573}
1574
1575static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1576 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1577 WARN("Multisample antialiasing not supported by gl\n");
1578 }
1579}
1580
1581static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1582 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1583 glEnable(GL_MULTISAMPLE_ARB);
1584 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1585 } else {
1586 glDisable(GL_MULTISAMPLE_ARB);
1587 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1588 }
1589}
1590
1591static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1592 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1593 glEnable(GL_SCISSOR_TEST);
1594 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1595 } else {
1596 glDisable(GL_SCISSOR_TEST);
1597 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1598 }
1599}
1600
1601static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1602 union {
1603 DWORD d;
1604 float f;
1605 } tmpvalue;
1606
1607 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1608 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1609 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1610 glEnable(GL_POLYGON_OFFSET_FILL);
1611 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1612 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1613 checkGLcall("glPolygonOffset(...)");
1614 } else {
1615 glDisable(GL_POLYGON_OFFSET_FILL);
1616 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1617 }
1618}
1619
1620static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1621 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1622 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1623 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1624 } else {
1625 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1626 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1627 }
1628}
1629
1630static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1631 TRACE("Stub\n");
1632 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1633 FIXME(" Stippled Alpha not supported yet.\n");
1634}
1635
1636static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1637 TRACE("Stub\n");
1638 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1639 FIXME(" Antialias not supported yet.\n");
1640}
1641
1642static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1643 TRACE("Stub\n");
1644 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1645 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1646}
1647
1648static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1649 TRACE("Stub\n");
1650 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1651 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1652}
1653
1654static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1655 union {
1656 DWORD d;
1657 float f;
1658 } tmpvalue;
1659 tmpvalue.f = 1.0f;
1660
1661 TRACE("Stub\n");
1662 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1663 {
1664 static BOOL displayed = FALSE;
1665
1666 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1667 if(!displayed)
1668 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1669
1670 displayed = TRUE;
1671 }
1672}
1673
1674static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1675 TRACE("Stub\n");
1676 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1677 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1678}
1679
1680static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1681 TRACE("Stub\n");
1682 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1683 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1684}
1685
1686static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1687 TRACE("Stub\n");
1688 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1689 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1690}
1691
1692static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1694 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1695 }
1696}
1697
1698static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1700 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1701 }
1702}
1703
1704static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1706 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1707 }
1708}
1709
1710static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711 if(stateblock->renderState[WINED3DRS_ROP2]) {
1712 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1713 }
1714}
1715
1716static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1718 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1719 }
1720}
1721
1722static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1723 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1724 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1725 }
1726}
1727
1728static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1729 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1730 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1731 }
1732}
1733
1734static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1735 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1736 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1737 }
1738}
1739
1740static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1741 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1742 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1743 }
1744}
1745
1746static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1748 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1749 }
1750}
1751
1752static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1753 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1754 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1755 }
1756}
1757
1758static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1759 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1760 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1761 }
1762}
1763
1764static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1765 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1766 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1767 }
1768}
1769
1770static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1771 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1772 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1773 }
1774}
1775
1776static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1777 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1778 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1779 }
1780}
1781
1782/* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1783#if defined (GL_VERSION_1_3)
1784# define useext(A) A
1785#elif defined (GL_EXT_texture_env_combine)
1786# define useext(A) A##_EXT
1787#elif defined (GL_ARB_texture_env_combine)
1788# define useext(A) A##_ARB
1789#endif
1790
1791static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1792 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1793 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1794 * flag specifies the complement of the input should be used. */
1795 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1796 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1797
1798 /* Calculate the operand */
1799 if (complement) {
1800 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1801 else *operand = GL_ONE_MINUS_SRC_COLOR;
1802 } else {
1803 if (from_alpha) *operand = GL_SRC_ALPHA;
1804 else *operand = GL_SRC_COLOR;
1805 }
1806
1807 /* Calculate the source */
1808 switch (arg & WINED3DTA_SELECTMASK) {
1809 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1810 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1811 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1812 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1813 case WINED3DTA_SPECULAR:
1814 /*
1815 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1816 * 'Secondary color' and isn't supported until base GL supports it
1817 * There is no concept of temp registers as far as I can tell
1818 */
1819 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1820 *source = GL_TEXTURE;
1821 break;
1822 default:
1823 FIXME("Unrecognized texture arg %#x\n", arg);
1824 *source = GL_TEXTURE;
1825 break;
1826 }
1827}
1828
1829/* Setup the texture operations texture stage states */
1830static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1831{
1832 GLenum src1, src2, src3;
1833 GLenum opr1, opr2, opr3;
1834 GLenum comb_target;
1835 GLenum src0_target, src1_target, src2_target;
1836 GLenum opr0_target, opr1_target, opr2_target;
1837 GLenum scal_target;
1838 GLenum opr=0, invopr, src3_target, opr3_target;
1839 BOOL Handled = FALSE;
1840 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1841 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1842
1843 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1844
1845 /* This is called by a state handler which has the gl lock held and a context for the thread */
1846
1847 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1848 the form (a1 <operation> a2). However, some of the more complex operations
1849 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1850 in a third parameter called a0. Therefore these are operations of the form
1851 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1852
1853 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1854 functions below, expect their syntax to differ slightly to those listed in the
1855 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1856 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1857
1858 if (isAlpha) {
1859 comb_target = useext(GL_COMBINE_ALPHA);
1860 src0_target = useext(GL_SOURCE0_ALPHA);
1861 src1_target = useext(GL_SOURCE1_ALPHA);
1862 src2_target = useext(GL_SOURCE2_ALPHA);
1863 opr0_target = useext(GL_OPERAND0_ALPHA);
1864 opr1_target = useext(GL_OPERAND1_ALPHA);
1865 opr2_target = useext(GL_OPERAND2_ALPHA);
1866 scal_target = GL_ALPHA_SCALE;
1867 }
1868 else {
1869 comb_target = useext(GL_COMBINE_RGB);
1870 src0_target = useext(GL_SOURCE0_RGB);
1871 src1_target = useext(GL_SOURCE1_RGB);
1872 src2_target = useext(GL_SOURCE2_RGB);
1873 opr0_target = useext(GL_OPERAND0_RGB);
1874 opr1_target = useext(GL_OPERAND1_RGB);
1875 opr2_target = useext(GL_OPERAND2_RGB);
1876 scal_target = useext(GL_RGB_SCALE);
1877 }
1878
1879 /* If a texture stage references an invalid texture unit the stage just
1880 * passes through the result from the previous stage */
1881 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1882 arg1 = WINED3DTA_CURRENT;
1883 op = WINED3DTOP_SELECTARG1;
1884 }
1885
1886 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1887 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1888 } else {
1889 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1890 }
1891 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1892 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1893
1894 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1895
1896 Handled = TRUE; /* Assume will be handled */
1897
1898 /* Other texture operations require special extensions: */
1899 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1900 if (isAlpha) {
1901 opr = GL_SRC_ALPHA;
1902 invopr = GL_ONE_MINUS_SRC_ALPHA;
1903 src3_target = GL_SOURCE3_ALPHA_NV;
1904 opr3_target = GL_OPERAND3_ALPHA_NV;
1905 } else {
1906 opr = GL_SRC_COLOR;
1907 invopr = GL_ONE_MINUS_SRC_COLOR;
1908 src3_target = GL_SOURCE3_RGB_NV;
1909 opr3_target = GL_OPERAND3_RGB_NV;
1910 }
1911 switch (op) {
1912 case WINED3DTOP_DISABLE: /* Only for alpha */
1913 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1915 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1917 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1918 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1919 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1920 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1921 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1922 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1923 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1924 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1925 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1926 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1927 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1928 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1929 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1930 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1931 break;
1932 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1933 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1934 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1935 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1936 if (op == WINED3DTOP_SELECTARG1) {
1937 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1938 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1939 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1940 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1941 } else {
1942 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1943 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1944 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
1945 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
1946 }
1947 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1948 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1949 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1950 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1951 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1952 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1953 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1954 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1955 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1956 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1957 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1958 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1959 break;
1960
1961 case WINED3DTOP_MODULATE:
1962 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1963 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1964 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1965 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1966 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1967 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1968 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1969 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1970 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1971 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1972 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1973 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1974 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1975 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1976 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1977 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1978 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1979 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1980 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
1981 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
1982 break;
1983 case WINED3DTOP_MODULATE2X:
1984 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1985 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1986 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1987 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1988 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1989 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1990 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1991 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1992 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1993 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1994 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1995 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1996 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1997 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1998 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1999 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2000 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2001 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2002 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2003 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2004 break;
2005 case WINED3DTOP_MODULATE4X:
2006 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2007 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2008 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2009 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2010 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2011 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2012 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2013 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2014 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2015 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2016 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2017 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2018 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2019 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2020 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2021 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2022 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2023 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2024 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2025 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2026 break;
2027
2028 case WINED3DTOP_ADD:
2029 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2030 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2031 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2032 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2033 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2034 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2035 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2036 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2037 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2038 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2039 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2040 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2041 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2042 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2043 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2044 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2045 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2046 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2047 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2048 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2049 break;
2050
2051 case WINED3DTOP_ADDSIGNED:
2052 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2053 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2054 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2055 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2056 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2057 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2058 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2059 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2060 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2061 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2062 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2063 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2064 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2065 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2066 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2067 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2068 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2069 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2070 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2071 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2072 break;
2073
2074 case WINED3DTOP_ADDSIGNED2X:
2075 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2076 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2077 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2078 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2079 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2080 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2081 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2082 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2083 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2084 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2085 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2086 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2087 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2088 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2089 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2090 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2091 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2092 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2093 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2094 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2095 break;
2096
2097 case WINED3DTOP_ADDSMOOTH:
2098 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2099 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2100 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2101 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2102 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2103 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2104 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2105 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2106 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2107 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2108 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2109 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2110 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2111 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2112 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2113 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2114 switch (opr1) {
2115 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2116 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2117 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2118 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2119 }
2120 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2121 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2122 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2123 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2124 break;
2125
2126 case WINED3DTOP_BLENDDIFFUSEALPHA:
2127 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2128 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2129 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2130 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2131 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2132 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2133 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2134 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2135 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2136 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2137 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2138 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2139 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2140 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2141 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2142 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2143 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2144 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2145 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2146 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2147 break;
2148 case WINED3DTOP_BLENDTEXTUREALPHA:
2149 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2150 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2151 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2152 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2153 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2154 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2155 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2156 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2157 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2158 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2159 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2160 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2161 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2162 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2163 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2164 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2165 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2166 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2167 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2168 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2169 break;
2170 case WINED3DTOP_BLENDFACTORALPHA:
2171 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2172 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2173 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2174 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2175 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2176 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2177 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2178 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2179 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2180 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2181 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2182 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2183 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2184 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2185 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2186 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2187 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2188 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2189 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2190 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2191 break;
2192 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2193 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2194 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2195 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2197 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2199 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2200 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2201 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2202 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2203 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2204 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2205 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2207 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2208 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2209 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2210 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2211 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2212 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2213 break;
2214 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2215 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2217 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2218 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2221 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2223 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2229 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2230 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2231 switch (opr) {
2232 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2233 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2234 }
2235 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2236 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2237 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2238 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2239 break;
2240 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2241 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2242 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2243 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2244 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2245 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2246 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2247 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2248 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2249 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2250 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2251 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2252 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2253 switch (opr1) {
2254 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2255 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2256 }
2257 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2258 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2259 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2260 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2261 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2262 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2263 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2264 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2265 break;
2266 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2267 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2268 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2269 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2270 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2271 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2272 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2273 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2274 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2275 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2276 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2277 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2278 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2279 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2280 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2281 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2282 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2283 switch (opr1) {
2284 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2285 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2286 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2287 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2288 }
2289 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2290 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2291 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2292 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2293 break;
2294 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2295 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2296 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2297 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2298 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2299 switch (opr1) {
2300 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2301 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2302 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2303 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2304 }
2305 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2306 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2307 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2308 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2309 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2310 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2311 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2312 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2313 switch (opr1) {
2314 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2315 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2316 }
2317 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2318 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2319 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2320 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2321 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2322 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2323 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2324 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2325 break;
2326 case WINED3DTOP_MULTIPLYADD:
2327 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2328 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2329 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2330 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2331 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2332 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2333 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2334 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2335 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2336 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2337 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2338 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2339 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2340 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2341 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2342 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2343 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2344 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2345 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2346 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2347 break;
2348
2349 case WINED3DTOP_BUMPENVMAP:
2350 {
2351 }
2352
2353 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2354 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2355
2356 default:
2357 Handled = FALSE;
2358 }
2359 if (Handled) {
2360 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2361 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2362
2363 return;
2364 }
2365 } /* GL_NV_texture_env_combine4 */
2366
2367 Handled = TRUE; /* Again, assume handled */
2368 switch (op) {
2369 case WINED3DTOP_DISABLE: /* Only for alpha */
2370 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2371 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2372 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2373 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2374 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2375 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2376 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2377 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2378 break;
2379 case WINED3DTOP_SELECTARG1:
2380 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2381 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2382 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2383 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2384 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2385 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2386 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2387 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2388 break;
2389 case WINED3DTOP_SELECTARG2:
2390 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2391 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2392 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2393 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2394 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2395 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2396 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 break;
2399 case WINED3DTOP_MODULATE:
2400 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2402 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2406 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2408 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2410 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 break;
2413 case WINED3DTOP_MODULATE2X:
2414 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2415 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2416 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2417 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2418 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2419 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2420 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2421 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2422 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2423 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2424 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2425 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2426 break;
2427 case WINED3DTOP_MODULATE4X:
2428 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2430 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2432 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2434 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2435 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2436 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2437 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2438 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2439 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2440 break;
2441 case WINED3DTOP_ADD:
2442 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2443 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2444 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2445 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2446 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2447 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2448 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2449 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2450 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2451 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2452 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2453 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2454 break;
2455 case WINED3DTOP_ADDSIGNED:
2456 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2457 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2458 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2459 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2460 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2461 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2462 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2463 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2464 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2465 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2466 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2467 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2468 break;
2469 case WINED3DTOP_ADDSIGNED2X:
2470 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2471 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2472 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2473 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2474 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2475 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2476 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2477 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2478 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2479 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2480 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2481 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2482 break;
2483 case WINED3DTOP_SUBTRACT:
2484 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2485 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2486 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2487 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2488 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2489 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2490 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2491 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2492 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2493 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2494 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2495 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2496 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2497 } else {
2498 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2499 }
2500 break;
2501
2502 case WINED3DTOP_BLENDDIFFUSEALPHA:
2503 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2504 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2505 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2506 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2507 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2508 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2509 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2510 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2511 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2512 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2513 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2514 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2515 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2516 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2517 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2518 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2519 break;
2520 case WINED3DTOP_BLENDTEXTUREALPHA:
2521 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2522 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2523 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2524 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2525 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2526 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2527 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2528 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2529 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2530 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2531 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2532 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2533 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2534 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2535 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2536 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2537 break;
2538 case WINED3DTOP_BLENDFACTORALPHA:
2539 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2540 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2541 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2542 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2543 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2544 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2545 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2546 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2547 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2548 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2549 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2550 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2551 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2552 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2553 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2554 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2555 break;
2556 case WINED3DTOP_BLENDCURRENTALPHA:
2557 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2558 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2559 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2561 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2562 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2563 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2564 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2565 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2566 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2567 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2568 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2569 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2570 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2571 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2573 break;
2574 case WINED3DTOP_DOTPRODUCT3:
2575 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2576 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2577 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2578 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2579 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2580 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2581 } else {
2582 FIXME("This version of opengl does not support GL_DOT3\n");
2583 }
2584 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2585 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2586 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2587 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2588 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2589 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2590 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2591 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2592 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2593 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2594 break;
2595 case WINED3DTOP_LERP:
2596 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2597 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2598 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2599 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2600 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2601 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2602 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2603 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2604 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2605 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2606 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2607 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2608 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2609 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2610 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2611 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2612 break;
2613 case WINED3DTOP_ADDSMOOTH:
2614 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 switch (opr1) {
2620 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2621 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2622 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2623 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2624 }
2625 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2626 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2627 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2628 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2629 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2630 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2631 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2632 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2633 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2634 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2635 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2636 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2637 } else
2638 Handled = FALSE;
2639 break;
2640 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2641 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2642 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2644 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2645 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2646 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2647 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2648 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2649 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2650 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2651 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2652 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2653 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2654 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2655 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2656 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2657 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2658 } else
2659 Handled = FALSE;
2660 break;
2661 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2662 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 switch (opr1) {
2668 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2669 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2670 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2671 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2672 }
2673 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2674 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2675 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2676 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2677 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2678 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2679 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2680 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2681 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2682 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2683 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2684 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2685 } else
2686 Handled = FALSE;
2687 break;
2688 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2689 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2690 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2691 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2692 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2693 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2694 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2695 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2696 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2697 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2698 switch (opr1) {
2699 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2700 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2701 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2702 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2703 }
2704 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2705 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2706 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2707 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2708 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2709 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2710 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2711 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2712 } else
2713 Handled = FALSE;
2714 break;
2715 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2716 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2717 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2719 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 switch (opr1) {
2722 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2723 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2724 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2725 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2726 }
2727 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2728 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2729 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2730 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2731 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2732 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2733 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2734 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2735 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2736 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2737 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2738 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2739 } else
2740 Handled = FALSE;
2741 break;
2742 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2743 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2744 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2745 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2746 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2747 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2748 switch (opr1) {
2749 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2750 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2751 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2752 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2753 }
2754 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2755 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2756 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2757 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2758 switch (opr1) {
2759 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2760 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2761 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2762 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2763 }
2764 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2765 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2766 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2767 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2768 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2769 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2770 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2771 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2772 } else
2773 Handled = FALSE;
2774 break;
2775 case WINED3DTOP_MULTIPLYADD:
2776 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2777 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2778 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2779 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2780 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2781 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2782 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2783 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2784 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2785 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2786 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2787 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2788 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2789 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2790 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2791 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2792 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2793 } else
2794 Handled = FALSE;
2795 break;
2796 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2797 case WINED3DTOP_BUMPENVMAP:
2798 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2799 /* Technically texture shader support without register combiners is possible, but not expected to occur
2800 * on real world cards, so for now a fixme should be enough
2801 */
2802 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2803 }
2804 default:
2805 Handled = FALSE;
2806 }
2807
2808 if (Handled) {
2809 BOOL combineOK = TRUE;
2810 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2811 DWORD op2;
2812
2813 if (isAlpha) {
2814 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2815 } else {
2816 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2817 }
2818
2819 /* Note: If COMBINE4 in effect can't go back to combine! */
2820 switch (op2) {
2821 case WINED3DTOP_ADDSMOOTH:
2822 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2823 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2824 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2825 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2826 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2827 case WINED3DTOP_MULTIPLYADD:
2828 /* Ignore those implemented in both cases */
2829 switch (op) {
2830 case WINED3DTOP_SELECTARG1:
2831 case WINED3DTOP_SELECTARG2:
2832 combineOK = FALSE;
2833 Handled = FALSE;
2834 break;
2835 default:
2836 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2837 return;
2838 }
2839 }
2840 }
2841
2842 if (combineOK) {
2843 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2844 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2845
2846 return;
2847 }
2848 }
2849
2850 /* After all the extensions, if still unhandled, report fixme */
2851 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2852}
2853
2854
2855static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2856 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2857 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2858 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2859
2860 TRACE("Setting color op for stage %d\n", stage);
2861
2862 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2863 if (use_ps(stateblock)) return;
2864
2865 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2866
2867 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2868 {
2869 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2870 FIXME("Attempt to enable unsupported stage!\n");
2871 return;
2872 }
2873 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2874 checkGLcall("glActiveTextureARB");
2875 }
2876
2877 if(stage >= stateblock->lowest_disabled_stage) {
2878 TRACE("Stage disabled\n");
2879 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2880 {
2881 /* Disable everything here */
2882 glDisable(GL_TEXTURE_2D);
2883 checkGLcall("glDisable(GL_TEXTURE_2D)");
2884 glDisable(GL_TEXTURE_3D);
2885 checkGLcall("glDisable(GL_TEXTURE_3D)");
2886 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2887 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2888 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2889 }
2890 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2891 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2892 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2893 }
2894 }
2895 /* All done */
2896 return;
2897 }
2898
2899 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2900 * if the sampler for this stage is dirty
2901 */
2902 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2903 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2904 }
2905
2906 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2907 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2908 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2909 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2910 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2911}
2912
2913void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2914 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2915 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2916 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2917 DWORD op, arg1, arg2, arg0;
2918
2919 TRACE("Setting alpha op for stage %d\n", stage);
2920 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2921 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2922 {
2923 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2924 FIXME("Attempt to enable unsupported stage!\n");
2925 return;
2926 }
2927 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2928 checkGLcall("glActiveTextureARB");
2929 }
2930
2931 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2932 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2933 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2934 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2935
2936 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2937 {
2938 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2939
2940 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2941 {
2942 IWineD3DSurfaceImpl *surf;
2943
2944 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2945
2946 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2947 {
2948 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2949 * properly. On the other hand applications can still use texture combiners apparently. This code
2950 * takes care that apps cannot remove the texture's alpha channel entirely.
2951 *
2952 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2953 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2954 * and alpha component of diffuse color to draw things like translucent text and perform other
2955 * blending effects.
2956 *
2957 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2958 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2959 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2960 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2961 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2962 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2963 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2964 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2965 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2966 * alpha.
2967 *
2968 * What to do with multitexturing? So far no app has been found that uses color keying with
2969 * multitexturing */
2970 if (op == WINED3DTOP_DISABLE)
2971 {
2972 arg1 = WINED3DTA_TEXTURE;
2973 op = WINED3DTOP_SELECTARG1;
2974 }
2975 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
2976 {
2977 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2978 {
2979 arg2 = WINED3DTA_TEXTURE;
2980 op = WINED3DTOP_MODULATE;
2981 }
2982 else arg1 = WINED3DTA_TEXTURE;
2983 }
2984 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
2985 {
2986 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2987 {
2988 arg1 = WINED3DTA_TEXTURE;
2989 op = WINED3DTOP_MODULATE;
2990 }
2991 else arg2 = WINED3DTA_TEXTURE;
2992 }
2993 }
2994 }
2995 }
2996
2997 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
2998 * this if block here, and the other code(color keying, texture unit selection) are the same
2999 */
3000 TRACE("Setting alpha op for stage %d\n", stage);
3001 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3002 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3003 op, arg1, arg2, arg0,
3004 mapped_stage,
3005 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3006 } else {
3007 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3008 op, arg1, arg2, arg0);
3009 }
3010}
3011
3012static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3013 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3014 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3015 BOOL generated;
3016 int coordIdx;
3017
3018 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3019 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3020 {
3021 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3022 return;
3023 }
3024
3025 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3026
3027 if(mapped_stage >= GL_LIMITS(textures)) {
3028 return;
3029 }
3030 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3031 checkGLcall("glActiveTextureARB");
3032 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3033 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3034
3035 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3036 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3037 stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].stride
3038 ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3039 : WINED3DFMT_UNKNOWN,
3040 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3041
3042 /* The sampler applying function calls us if this changes */
3043 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3044 {
3045 if(generated) {
3046 FIXME("Non-power2 texture being used with generated texture coords\n");
3047 }
3048 /* NP2 texcoord fixup is implemented for pixelshaders (currently only in GLSL backend) so
3049 only enable the fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3050 if (!use_ps(stateblock)) {
3051 TRACE("Non power two matrix multiply fixup\n");
3052 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3053 }
3054 }
3055}
3056
3057static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3058 unsigned int texture_idx;
3059
3060 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3061 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3062 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3063 }
3064}
3065
3066static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si, GLuint *curVBO)
3067{
3068 const UINT *offset = stateblock->streamOffset;
3069 unsigned int mapped_stage = 0;
3070 unsigned int textureNo = 0;
3071
3072 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3073 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3074 const struct wined3d_stream_info_element *e;
3075
3076 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3077 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3078
3079 e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3080 if (coordIdx < MAX_TEXTURES && (e->data || e->buffer_object))
3081 {
3082 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3083 textureNo, mapped_stage, coordIdx, e->data);
3084
3085 if (*curVBO != e->buffer_object)
3086 {
3087 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3088 checkGLcall("glBindBufferARB");
3089 *curVBO = e->buffer_object;
3090 }
3091
3092 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3093 checkGLcall("glClientActiveTextureARB");
3094
3095 /* The coords to supply depend completely on the fvf / vertex shader */
3096 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3097 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3098 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3099 } else {
3100 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3101 }
3102 }
3103 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3104 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3105 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3106 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3107 }
3108 }
3109
3110 checkGLcall("loadTexCoords");
3111}
3112
3113static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3114 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3115 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3116 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3117 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3118 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3119 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3120
3121 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3122 {
3123 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3124 return;
3125 }
3126
3127 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3128 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3129 return;
3130 }
3131 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3132 checkGLcall("glActiveTextureARB");
3133
3134 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3135 *
3136 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3137 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3138 * means use the vertex position (camera-space) as the input texture coordinates
3139 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3140 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3141 * to the TEXCOORDINDEX value
3142 */
3143 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3144 {
3145 case WINED3DTSS_TCI_PASSTHRU:
3146 /* Use the specified texture coordinates contained within the
3147 * vertex format. This value resolves to zero. */
3148 glDisable(GL_TEXTURE_GEN_S);
3149 glDisable(GL_TEXTURE_GEN_T);
3150 glDisable(GL_TEXTURE_GEN_R);
3151 glDisable(GL_TEXTURE_GEN_Q);
3152 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3153 break;
3154
3155 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3156 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3157 * as the input texture coordinates for this stage's texture transformation. This
3158 * equates roughly to EYE_LINEAR */
3159
3160 glMatrixMode(GL_MODELVIEW);
3161 glPushMatrix();
3162 glLoadIdentity();
3163 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3164 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3165 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3166 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3167 glPopMatrix();
3168 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3169
3170 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3171 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3172 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3173 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3174
3175 glEnable(GL_TEXTURE_GEN_S);
3176 glEnable(GL_TEXTURE_GEN_T);
3177 glEnable(GL_TEXTURE_GEN_R);
3178 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3179
3180 break;
3181
3182 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3183 /* Note that NV_TEXGEN_REFLECTION support is implied when
3184 * ARB_TEXTURE_CUBE_MAP is supported */
3185 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3186 {
3187 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3188 break;
3189 }
3190
3191 glMatrixMode(GL_MODELVIEW);
3192 glPushMatrix();
3193 glLoadIdentity();
3194 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3195 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3196 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3197 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3198 glPopMatrix();
3199 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3200
3201 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3202 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3203 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3204 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3205
3206 glEnable(GL_TEXTURE_GEN_S);
3207 glEnable(GL_TEXTURE_GEN_T);
3208 glEnable(GL_TEXTURE_GEN_R);
3209 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3210
3211 break;
3212
3213 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3214 /* Note that NV_TEXGEN_REFLECTION support is implied when
3215 * ARB_TEXTURE_CUBE_MAP is supported */
3216 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3217 {
3218 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3219 break;
3220 }
3221
3222 glMatrixMode(GL_MODELVIEW);
3223 glPushMatrix();
3224 glLoadIdentity();
3225 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3226 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3227 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3228 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3229 glPopMatrix();
3230 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3231
3232 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3233 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3234 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3235 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3236
3237 glEnable(GL_TEXTURE_GEN_S);
3238 glEnable(GL_TEXTURE_GEN_T);
3239 glEnable(GL_TEXTURE_GEN_R);
3240 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3241
3242 break;
3243
3244 case WINED3DTSS_TCI_SPHEREMAP:
3245 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3246 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3247 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3248
3249 glEnable(GL_TEXTURE_GEN_S);
3250 glEnable(GL_TEXTURE_GEN_T);
3251 glDisable(GL_TEXTURE_GEN_R);
3252 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3253
3254 break;
3255
3256 default:
3257 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3258 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3259 glDisable(GL_TEXTURE_GEN_S);
3260 glDisable(GL_TEXTURE_GEN_T);
3261 glDisable(GL_TEXTURE_GEN_R);
3262 glDisable(GL_TEXTURE_GEN_Q);
3263 checkGLcall("Disable texgen.");
3264
3265 break;
3266 }
3267
3268 /* Update the texture matrix */
3269 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3270 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3271 }
3272
3273 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3274 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3275 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3276 * and do all the things linked to it
3277 * TODO: Tidy that up to reload only the arrays of the changed unit
3278 */
3279 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3280
3281 unloadTexCoords(stateblock);
3282 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3283 }
3284}
3285
3286static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3287 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3288
3289 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3290 * has an update pending
3291 */
3292 if(isStateDirty(context, STATE_VDECL) ||
3293 isStateDirty(context, STATE_PIXELSHADER)) {
3294 return;
3295 }
3296
3297 device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3298}
3299
3300static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3301 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3302
3303 if(stateblock->pixelShader && stage != 0 &&
3304 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3305 /* The pixel shader has to know the luminance scale. Do a constants update if it
3306 * isn't scheduled anyway
3307 */
3308 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3309 !isStateDirty(context, STATE_PIXELSHADER)) {
3310 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3311 }
3312 }
3313}
3314
3315static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3316 const DWORD sampler = state - STATE_SAMPLER(0);
3317 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3318
3319 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3320
3321 if(!texture) return;
3322 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3323 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3324 * scaling is reapplied or removed, the texture matrix has to be reapplied
3325 *
3326 * The mapped stage is already active because the sampler() function below, which is part of the
3327 * misc pipeline
3328 */
3329 if(sampler < MAX_TEXTURES) {
3330 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3331
3332 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3333 {
3334 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3335 else context->lastWasPow2Texture &= ~(1 << sampler);
3336 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3337 }
3338 }
3339}
3340
3341static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3342 DWORD sampler = state - STATE_SAMPLER(0);
3343 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3344 union {
3345 float f;
3346 DWORD d;
3347 } tmpvalue;
3348
3349 TRACE("Sampler: %d\n", sampler);
3350 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3351 * only has to bind textures and set the per texture states
3352 */
3353
3354 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3355 {
3356 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3357 return;
3358 }
3359
3360 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3361 return;
3362 }
3363 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3364 checkGLcall("glActiveTextureARB");
3365
3366 if(stateblock->textures[sampler]) {
3367 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3368 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3369 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3370 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3371 basetexture_apply_state_changes(stateblock->textures[sampler],
3372 stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3373
3374 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3375 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3376 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3377 GL_TEXTURE_LOD_BIAS_EXT,
3378 tmpvalue.f);
3379 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3380 }
3381
3382 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3383 {
3384 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3385 /* If color keying is enabled update the alpha test, it depends on the existence
3386 * of a color key in stage 0
3387 */
3388 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3389 }
3390 }
3391
3392 /* Trigger shader constant reloading (for NP2 texcoord fixup)
3393 * Only do this if pshaders are used (note: fixup is currently only implemented in GLSL). */
3394 if (!tex_impl->baseTexture.pow2Matrix_identity) {
3395 IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
3396 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3397 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3398 }
3399 } else if(mapped_stage < GL_LIMITS(textures)) {
3400 if(sampler < stateblock->lowest_disabled_stage) {
3401 /* TODO: What should I do with pixel shaders here ??? */
3402 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3403 /* If color keying is enabled update the alpha test, it depends on the existence
3404 * of a color key in stage 0
3405 */
3406 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3407 }
3408 } /* Otherwise tex_colorop disables the stage */
3409 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3410 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3411 }
3412}
3413
3414void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3415 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3416 BOOL use_pshader = use_ps(stateblock);
3417 BOOL use_vshader = use_vs(stateblock);
3418 int i;
3419
3420 if (use_pshader) {
3421 if(!context->last_was_pshader) {
3422 /* Former draw without a pixel shader, some samplers
3423 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3424 * make sure to enable them
3425 */
3426 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3427 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3428 sampler(STATE_SAMPLER(i), stateblock, context);
3429 }
3430 }
3431 context->last_was_pshader = TRUE;
3432 } else {
3433 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3434 * if a different texture was bound. I don't have to do anything.
3435 */
3436 }
3437 } else {
3438 /* Disabled the pixel shader - color ops weren't applied
3439 * while it was enabled, so re-apply them.
3440 */
3441 for(i=0; i < MAX_TEXTURES; i++) {
3442 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3443 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3444 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3445 }
3446 }
3447 context->last_was_pshader = FALSE;
3448 }
3449
3450 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3451 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3452
3453 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3454 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3455 }
3456 }
3457}
3458
3459static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3460 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3461 if(stateblock->pixelShader && stage != 0 &&
3462 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3463 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3464 * anyway
3465 */
3466 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3467 !isStateDirty(context, STATE_PIXELSHADER)) {
3468 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3469 }
3470 }
3471}
3472
3473static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3474 /* This function is called by transform_view below if the view matrix was changed too
3475 *
3476 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3477 * does not always update the world matrix, only on a switch between transformed
3478 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3479 * draw, but that should be rather rare and cheaper in total.
3480 */
3481 glMatrixMode(GL_MODELVIEW);
3482 checkGLcall("glMatrixMode");
3483
3484 if(context->last_was_rhw) {
3485 glLoadIdentity();
3486 checkGLcall("glLoadIdentity()");
3487 } else {
3488 /* In the general case, the view matrix is the identity matrix */
3489 if (stateblock->wineD3DDevice->view_ident) {
3490 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3491 checkGLcall("glLoadMatrixf");
3492 } else {
3493 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3494 checkGLcall("glLoadMatrixf");
3495 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3496 checkGLcall("glMultMatrixf");
3497 }
3498 }
3499}
3500
3501static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3502 UINT index = state - STATE_CLIPPLANE(0);
3503
3504 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3505 return;
3506 }
3507
3508 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3509 if(!use_vs(stateblock)) {
3510 glMatrixMode(GL_MODELVIEW);
3511 glPushMatrix();
3512 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3513 } else {
3514 /* with vertex shaders, clip planes are not transformed in direct3d,
3515 * in OpenGL they are still transformed by the model view.
3516 * Use this to swap the y coordinate if necessary
3517 */
3518 glMatrixMode(GL_MODELVIEW);
3519 glPushMatrix();
3520 glLoadIdentity();
3521 if(stateblock->wineD3DDevice->render_offscreen) {
3522 glScalef(1.0, -1.0, 1.0);
3523 }
3524 }
3525
3526 TRACE("Clipplane [%f,%f,%f,%f]\n",
3527 stateblock->clipplane[index][0],
3528 stateblock->clipplane[index][1],
3529 stateblock->clipplane[index][2],
3530 stateblock->clipplane[index][3]);
3531 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3532 checkGLcall("glClipPlane");
3533
3534 glPopMatrix();
3535}
3536
3537static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3538 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3539 GLenum glMat;
3540 TRACE("Setting world matrix %d\n", matrix);
3541
3542 if(matrix >= GL_LIMITS(blends)) {
3543 WARN("Unsupported blend matrix set\n");
3544 return;
3545 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3546 return;
3547 }
3548
3549 /* GL_MODELVIEW0_ARB: 0x1700
3550 * GL_MODELVIEW1_ARB: 0x850a
3551 * GL_MODELVIEW2_ARB: 0x8722
3552 * GL_MODELVIEW3_ARB: 0x8723
3553 * etc
3554 * GL_MODELVIEW31_ARB: 0x873F
3555 */
3556 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3557 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3558
3559 glMatrixMode(glMat);
3560 checkGLcall("glMatrixMode(glMat)");
3561
3562 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3563 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3564 */
3565 if(stateblock->wineD3DDevice->view_ident) {
3566 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3567 checkGLcall("glLoadMatrixf");
3568 } else {
3569 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3570 checkGLcall("glLoadMatrixf");
3571 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3572 checkGLcall("glMultMatrixf");
3573 }
3574}
3575
3576static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3577 static BOOL once = FALSE;
3578
3579 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3580 case WINED3DVBF_1WEIGHTS:
3581 case WINED3DVBF_2WEIGHTS:
3582 case WINED3DVBF_3WEIGHTS:
3583 if(!once) {
3584 once = TRUE;
3585 /* TODO: Implement vertex blending in drawStridedSlow */
3586 FIXME("Vertex blending enabled, but not supported by hardware\n");
3587 }
3588 break;
3589
3590 case WINED3DVBF_TWEENING:
3591 WARN("Tweening not supported yet\n");
3592 }
3593}
3594
3595static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3596 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3597
3598 switch(val) {
3599 case WINED3DVBF_1WEIGHTS:
3600 case WINED3DVBF_2WEIGHTS:
3601 case WINED3DVBF_3WEIGHTS:
3602 glEnable(GL_VERTEX_BLEND_ARB);
3603 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3604
3605 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3606 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3607 */
3608 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3609
3610 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3611 unsigned int i;
3612 for(i = 1; i < GL_LIMITS(blends); i++) {
3613 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3614 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3615 }
3616 }
3617 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3618 }
3619 break;
3620
3621 case WINED3DVBF_DISABLE:
3622 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3623 glDisable(GL_VERTEX_BLEND_ARB);
3624 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3625 break;
3626
3627 case WINED3DVBF_TWEENING:
3628 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3629 * vertex weights in the vertices?
3630 * For now we don't report that as supported, so a warn should suffice
3631 */
3632 WARN("Tweening not supported yet\n");
3633 break;
3634 }
3635}
3636
3637static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3638 unsigned int k;
3639
3640 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3641 * NOTE: We have to reset the positions even if the light/plane is not currently
3642 * enabled, since the call to enable it will not reset the position.
3643 * NOTE2: Apparently texture transforms do NOT need reapplying
3644 */
3645
3646 const PLIGHTINFOEL *light = NULL;
3647
3648 glMatrixMode(GL_MODELVIEW);
3649 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3650 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3651 checkGLcall("glLoadMatrixf(...)");
3652
3653 /* Reset lights. TODO: Call light apply func */
3654 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3655 light = stateblock->activeLights[k];
3656 if(!light) continue;
3657 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3658 checkGLcall("glLightfv posn");
3659 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3660 checkGLcall("glLightfv dirn");
3661 }
3662
3663 /* Reset Clipping Planes */
3664 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3665 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3666 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3667 }
3668 }
3669
3670 if(context->last_was_rhw) {
3671 glLoadIdentity();
3672 checkGLcall("glLoadIdentity()");
3673 /* No need to update the world matrix, the identity is fine */
3674 return;
3675 }
3676
3677 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3678 * No need to do it here if the state is scheduled for update.
3679 */
3680 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3681 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3682 }
3683
3684 /* Avoid looping over a number of matrices if the app never used the functionality */
3685 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3686 for(k = 1; k < GL_LIMITS(blends); k++) {
3687 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3688 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3689 }
3690 }
3691 }
3692}
3693
3694static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3695 glMatrixMode(GL_PROJECTION);
3696 checkGLcall("glMatrixMode(GL_PROJECTION)");
3697 glLoadIdentity();
3698 checkGLcall("glLoadIdentity");
3699
3700 if(context->last_was_rhw) {
3701 double X, Y, height, width, minZ, maxZ;
3702
3703 X = stateblock->viewport.X;
3704 Y = stateblock->viewport.Y;
3705 height = stateblock->viewport.Height;
3706 width = stateblock->viewport.Width;
3707 minZ = stateblock->viewport.MinZ;
3708 maxZ = stateblock->viewport.MaxZ;
3709
3710 if(!stateblock->wineD3DDevice->untransformed) {
3711 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3712 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3713 * suppress depth clipping. This can be done because it is an orthogonal projection and
3714 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3715 * Persia 3D need this.
3716 *
3717 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3718 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3719 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3720 * to the viewer.
3721 *
3722 * Also note that this breaks z comparison against z values filled in with clear,
3723 * but no app depending on that and disabled clipping has been found yet. Comparing
3724 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3725 * surface removal.
3726 *
3727 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3728 * but this would break Z buffer operation. Raising the range to something less than
3729 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3730 * problem either.
3731 */
3732 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3733 if(stateblock->wineD3DDevice->render_offscreen) {
3734 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3735 } else {
3736 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3737 }
3738 } else {
3739 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3740 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3741 * unmodified to opengl.
3742 *
3743 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3744 * replacement shader.
3745 */
3746 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3747 if(stateblock->wineD3DDevice->render_offscreen) {
3748 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3749 } else {
3750 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3751 }
3752 }
3753 checkGLcall("glOrtho");
3754
3755 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3756 glTranslatef(0.5, 0.5, 0);
3757 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3758 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3759 * render everything upside down when rendering offscreen. */
3760 if (stateblock->wineD3DDevice->render_offscreen) {
3761 glScalef(1.0, -1.0, 1.0);
3762 checkGLcall("glScalef");
3763 }
3764 } else {
3765 /* The rule is that the window coordinate 0 does not correspond to the
3766 beginning of the first pixel, but the center of the first pixel.
3767 As a consequence if you want to correctly draw one line exactly from
3768 the left to the right end of the viewport (with all matrices set to
3769 be identity), the x coords of both ends of the line would be not
3770 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3771 instead.
3772
3773 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3774 divide by the Width/Height, so we need the half range(1.0) to translate by
3775 half a pixel.
3776
3777 The other fun is that d3d's output z range after the transformation is [0;1],
3778 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3779 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3780 of Z buffer precision and the clear values do not match in the z test. Thus scale
3781 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3782 */
3783
3784 /*
3785 * Careful with the order of operations here, we're essentially working backwards:
3786 * x = x + 1/w;
3787 * y = (y - 1/h) * flip;
3788 * z = z * 2 - 1;
3789 *
3790 * Becomes:
3791 * glTranslatef(0.0, 0.0, -1.0);
3792 * glScalef(1.0, 1.0, 2.0);
3793 *
3794 * glScalef(1.0, flip, 1.0);
3795 * glTranslatef(1/w, -1/h, 0.0);
3796 *
3797 * This is equivalent to:
3798 * glTranslatef(1/w, -flip/h, -1.0)
3799 * glScalef(1.0, flip, 2.0);
3800 */
3801
3802 if (stateblock->wineD3DDevice->render_offscreen) {
3803 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3804 * render everything upside down when rendering offscreen. */
3805 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3806 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3807 glScalef(1.0, -1.0, 2.0);
3808 } else {
3809 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3810 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3811 glScalef(1.0, 1.0, 2.0);
3812 }
3813 checkGLcall("glScalef");
3814
3815 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3816 checkGLcall("glLoadMatrixf");
3817 }
3818}
3819
3820/* This should match any arrays loaded in loadVertexData.
3821 * stateblock impl is required for GL_SUPPORT
3822 * TODO: Only load / unload arrays if we have to.
3823 */
3824static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3825 glDisableClientState(GL_VERTEX_ARRAY);
3826 glDisableClientState(GL_NORMAL_ARRAY);
3827 glDisableClientState(GL_COLOR_ARRAY);
3828 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3829 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3830 }
3831 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3832 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3833 }
3834 unloadTexCoords(stateblock);
3835}
3836
3837static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3838{
3839 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3840 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3841 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3842 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3843 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3844 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3845 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3846 */
3847 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3848 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3849
3850 context->numbered_array_mask &= ~(1 << i);
3851}
3852
3853/* This should match any arrays loaded in loadNumberedArrays
3854 * TODO: Only load / unload arrays if we have to.
3855 */
3856static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3857{
3858 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3859 GLint maxAttribs = 16;
3860 int i;
3861
3862 /* Leave all the attribs disabled */
3863 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3864 /* MESA does not support it right not */
3865 if (glGetError() != GL_NO_ERROR)
3866 maxAttribs = 16;
3867 for (i = 0; i < maxAttribs; ++i) {
3868 unload_numbered_array(stateblock, context, i);
3869 }
3870}
3871
3872static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3873 const struct wined3d_stream_info *stream_info, WineD3DContext *context)
3874{
3875 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3876 int i;
3877 const UINT *offset = stateblock->streamOffset;
3878 struct wined3d_buffer *vb;
3879 DWORD_PTR shift_index;
3880
3881 /* Default to no instancing */
3882 stateblock->wineD3DDevice->instancedDraw = FALSE;
3883
3884 for (i = 0; i < MAX_ATTRIBS; i++) {
3885 if (!(stream_info->use_map & (1 << i)))
3886 {
3887 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3888 continue;
3889 }
3890
3891 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3892 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
3893 {
3894 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3895 stateblock->wineD3DDevice->instancedDraw = TRUE;
3896 continue;
3897 }
3898
3899 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
3900
3901 if (stream_info->elements[i].stride)
3902 {
3903 if (curVBO != stream_info->elements[i].buffer_object)
3904 {
3905 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
3906 checkGLcall("glBindBufferARB");
3907 curVBO = stream_info->elements[i].buffer_object;
3908 }
3909 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3910 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3911 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3912 * vbo we won't be load converted attributes anyway
3913 */
3914 if (curVBO && vb->conversion_shift)
3915 {
3916 TRACE("Loading attribute from shifted buffer\n");
3917 TRACE("Attrib %d has original stride %d, new stride %d\n",
3918 i, stream_info->elements[i].stride, vb->conversion_stride);
3919 TRACE("Original offset %p, additional offset 0x%08x\n",
3920 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
3921 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
3922 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
3923 shift_index = shift_index % stream_info->elements[i].stride;
3924 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
3925 stream_info->elements[i].format_desc->gl_vtx_type,
3926 stream_info->elements[i].format_desc->gl_normalized,
3927 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
3928 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3929 + offset[stream_info->elements[i].stream_idx]));
3930
3931 } else {
3932 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
3933 stream_info->elements[i].format_desc->gl_vtx_type,
3934 stream_info->elements[i].format_desc->gl_normalized,
3935 stream_info->elements[i].stride, stream_info->elements[i].data
3936 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3937 + offset[stream_info->elements[i].stream_idx]));
3938 }
3939
3940 if (!(context->numbered_array_mask & (1 << i)))
3941 {
3942 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3943 context->numbered_array_mask |= (1 << i);
3944 }
3945 } else {
3946 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3947 * set up the attribute statically. But we have to figure out the system memory address.
3948 */
3949 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
3950 if (stream_info->elements[i].buffer_object)
3951 {
3952 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3953 ptr += (long) buffer_get_sysmem(vb);
3954 }
3955
3956 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3957
3958 switch (stream_info->elements[i].format_desc->format)
3959 {
3960 case WINED3DFMT_R32_FLOAT:
3961 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3962 break;
3963 case WINED3DFMT_R32G32_FLOAT:
3964 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3965 break;
3966 case WINED3DFMT_R32G32B32_FLOAT:
3967 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3968 break;
3969 case WINED3DFMT_R32G32B32A32_FLOAT:
3970 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3971 break;
3972
3973 case WINED3DFMT_R8G8B8A8_UINT:
3974 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3975 break;
3976 case WINED3DFMT_A8R8G8B8:
3977 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
3978 {
3979 const DWORD *src = (const DWORD *)ptr;
3980 DWORD c = *src & 0xff00ff00;
3981 c |= (*src & 0xff0000) >> 16;
3982 c |= (*src & 0xff) << 16;
3983 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
3984 break;
3985 }
3986 /* else fallthrough */
3987 case WINED3DFMT_R8G8B8A8_UNORM:
3988 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3989 break;
3990
3991 case WINED3DFMT_R16G16_SINT:
3992 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3993 break;
3994 case WINED3DFMT_R16G16B16A16_SINT:
3995 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3996 break;
3997
3998 case WINED3DFMT_R16G16_SNORM:
3999 {
4000 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4001 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4002 break;
4003 }
4004 case WINED3DFMT_R16G16_UNORM:
4005 {
4006 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4007 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4008 break;
4009 }
4010 case WINED3DFMT_R16G16B16A16_SNORM:
4011 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4012 break;
4013 case WINED3DFMT_R16G16B16A16_UNORM:
4014 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4015 break;
4016
4017 case WINED3DFMT_R10G10B10A2_UINT:
4018 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4019 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4020 break;
4021 case WINED3DFMT_R10G10B10A2_SNORM:
4022 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4023 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4024 break;
4025
4026 case WINED3DFMT_R16G16_FLOAT:
4027 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4028 * byte float according to the IEEE standard
4029 */
4030 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4031 break;
4032 case WINED3DFMT_R16G16B16A16_FLOAT:
4033 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4034 break;
4035
4036 default:
4037 ERR("Unexpected declaration in stride 0 attributes\n");
4038 break;
4039
4040 }
4041 }
4042 }
4043 checkGLcall("Loading numbered arrays");
4044}
4045
4046/* Used from 2 different functions, and too big to justify making it inlined */
4047static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si)
4048{
4049 const UINT *offset = stateblock->streamOffset;
4050 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
4051 const struct wined3d_stream_info_element *e;
4052
4053 TRACE("Using fast vertex array code\n");
4054
4055 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4056 stateblock->wineD3DDevice->instancedDraw = FALSE;
4057
4058 /* Blend Data ---------------------------------------------- */
4059 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4060 if (e->data || e->buffer_object
4061 || si->elements[WINED3D_FFP_BLENDINDICES].data
4062 || si->elements[WINED3D_FFP_BLENDINDICES].buffer_object)
4063 {
4064 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4065 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4066 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4067
4068 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4069 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4070
4071 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4072
4073 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4074 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4075 sd->u.s.blendWeights.dwStride,
4076 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4077
4078 if (curVBO != e->buffer_object)
4079 {
4080 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4081 checkGLcall("glBindBufferARB");
4082 curVBO = e->buffer_object;
4083 }
4084
4085 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4086 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4087
4088 checkGLcall("glWeightPointerARB");
4089
4090 if (si->elements[WINED3D_FFP_BLENDINDICES].data
4091 || (si->elements[WINED3D_FFP_BLENDINDICES].buffer_object))
4092 {
4093 static BOOL warned;
4094 if (!warned)
4095 {
4096 FIXME("blendMatrixIndices support\n");
4097 warned = TRUE;
4098 }
4099 }
4100 } else {
4101 /* TODO: support blends in drawStridedSlow
4102 * No need to write a FIXME here, this is done after the general vertex decl decoding
4103 */
4104 WARN("unsupported blending in openGl\n");
4105 }
4106 } else {
4107 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4108 static const GLbyte one = 1;
4109 GL_EXTCALL(glWeightbvARB(1, &one));
4110 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4111 }
4112 }
4113
4114 /* Point Size ----------------------------------------------*/
4115 e = &si->elements[WINED3D_FFP_PSIZE];
4116 if (e->data || e->buffer_object)
4117 {
4118 /* no such functionality in the fixed function GL pipeline */
4119 TRACE("Cannot change ptSize here in openGl\n");
4120 /* TODO: Implement this function in using shaders if they are available */
4121 }
4122
4123 /* Vertex Pointers -----------------------------------------*/
4124 e = &si->elements[WINED3D_FFP_POSITION];
4125 if (e->data || e->buffer_object)
4126 {
4127 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4128
4129 if (curVBO != e->buffer_object)
4130 {
4131 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4132 checkGLcall("glBindBufferARB");
4133 curVBO = e->buffer_object;
4134 }
4135
4136 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4137 handling for rhw mode should not impact screen position whereas in GL it does.
4138 This may result in very slightly distorted textures in rhw mode.
4139 There's always the other option of fixing the view matrix to
4140 prevent w from having any effect.
4141
4142 This only applies to user pointer sources, in VBOs the vertices are fixed up
4143 */
4144 if (!e->buffer_object)
4145 {
4146 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4147 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4148 } else {
4149 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4150 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4151 }
4152 checkGLcall("glVertexPointer(...)");
4153 glEnableClientState(GL_VERTEX_ARRAY);
4154 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4155 }
4156
4157 /* Normals -------------------------------------------------*/
4158 e = &si->elements[WINED3D_FFP_NORMAL];
4159 if (e->data || e->buffer_object)
4160 {
4161 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4162 if (curVBO != e->buffer_object)
4163 {
4164 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4165 checkGLcall("glBindBufferARB");
4166 curVBO = e->buffer_object;
4167 }
4168 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4169 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4170 checkGLcall("glNormalPointer(...)");
4171 glEnableClientState(GL_NORMAL_ARRAY);
4172 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4173
4174 } else {
4175 glNormal3f(0, 0, 0);
4176 checkGLcall("glNormal3f(0, 0, 0)");
4177 }
4178
4179 /* Diffuse Colour --------------------------------------------*/
4180 /* WARNING: Data here MUST be in RGBA format, so cannot */
4181 /* go directly into fast mode from app pgm, because */
4182 /* directx requires data in BGRA format. */
4183 /* currently fixupVertices swizzles the format, but this isn't*/
4184 /* very practical when using VBOs */
4185 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4186 /* , or the user doesn't care and wants the speed advantage */
4187
4188 e = &si->elements[WINED3D_FFP_DIFFUSE];
4189 if (e->data || e->buffer_object)
4190 {
4191 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4192
4193 if (curVBO != e->buffer_object)
4194 {
4195 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4196 checkGLcall("glBindBufferARB");
4197 curVBO = e->buffer_object;
4198 }
4199
4200 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4201 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4202 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4203 glEnableClientState(GL_COLOR_ARRAY);
4204 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4205
4206 } else {
4207 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4208 checkGLcall("glColor4f(1, 1, 1, 1)");
4209 }
4210
4211 /* Specular Colour ------------------------------------------*/
4212 e = &si->elements[WINED3D_FFP_SPECULAR];
4213 if (e->data || e->buffer_object)
4214 {
4215 TRACE("setting specular colour\n");
4216 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4217
4218 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4219 if (curVBO != e->buffer_object)
4220 {
4221 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4222 checkGLcall("glBindBufferARB");
4223 curVBO = e->buffer_object;
4224 }
4225 GL_EXTCALL(glSecondaryColorPointerEXT)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type,
4226 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4227 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4228 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4229 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4230 } else {
4231
4232 /* Missing specular color is not critical, no warnings */
4233 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4234 }
4235
4236 } else {
4237 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4238 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4239 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4240 } else {
4241
4242 /* Missing specular color is not critical, no warnings */
4243 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4244 }
4245 }
4246
4247 /* Texture coords -------------------------------------------*/
4248 loadTexCoords(stateblock, si, &curVBO);
4249}
4250
4251static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4252{
4253 /* Dump out what parts we have supplied */
4254 TRACE("Strided Data:\n");
4255 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4256 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4257 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4258 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4259 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4260 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4261 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4262 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4263 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4264 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4265 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4266 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4267 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4268 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4269 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4270
4271 return;
4272}
4273
4274static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4275 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4276 BOOL fixup = FALSE;
4277 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4278 BOOL useVertexShaderFunction;
4279 BOOL load_numbered = FALSE;
4280 BOOL load_named = FALSE;
4281
4282 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4283
4284 if(device->up_strided) {
4285 /* Note: this is a ddraw fixed-function code path */
4286 TRACE("================ Strided Input ===================\n");
4287 device_stream_info_from_strided(device, device->up_strided, dataLocations);
4288
4289 if(TRACE_ON(d3d)) {
4290 drawPrimitiveTraceDataLocations(dataLocations);
4291 }
4292 } else {
4293 /* Note: This is a fixed function or shader codepath.
4294 * This means it must handle both types of strided data.
4295 * Shaders must go through here to zero the strided data, even if they
4296 * don't set any declaration at all
4297 */
4298 TRACE("================ Vertex Declaration ===================\n");
4299 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4300 }
4301
4302 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4303
4304 if(useVertexShaderFunction) {
4305 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4306 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4307 device->useDrawStridedSlow = TRUE;
4308 } else {
4309 load_numbered = TRUE;
4310 device->useDrawStridedSlow = FALSE;
4311 }
4312 }
4313 else if (fixup || (!dataLocations->elements[WINED3D_FFP_PSIZE].data
4314 && !dataLocations->position_transformed
4315 && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
4316 || (!dataLocations->elements[WINED3D_FFP_DIFFUSE].data
4317 && !dataLocations->elements[WINED3D_FFP_SPECULAR].data))))
4318 {
4319 /* Load the vertex data using named arrays */
4320 load_named = TRUE;
4321 device->useDrawStridedSlow = FALSE;
4322 } else {
4323 TRACE("Not loading vertex data\n");
4324 device->useDrawStridedSlow = TRUE;
4325 }
4326
4327 if (context->numberedArraysLoaded && !load_numbered)
4328 {
4329 unloadNumberedArrays(stateblock, context);
4330 context->numberedArraysLoaded = FALSE;
4331 context->numbered_array_mask = 0;
4332 }
4333 else if (context->namedArraysLoaded)
4334 {
4335 unloadVertexData(stateblock);
4336 context->namedArraysLoaded = FALSE;
4337 }
4338
4339 if (load_numbered)
4340 {
4341 TRACE("Loading numbered arrays\n");
4342 loadNumberedArrays(stateblock, dataLocations, context);
4343 context->numberedArraysLoaded = TRUE;
4344 }
4345 else if (load_named)
4346 {
4347 TRACE("Loading vertex data\n");
4348 loadVertexData(stateblock, dataLocations);
4349 context->namedArraysLoaded = TRUE;
4350 }
4351}
4352
4353static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4354 BOOL updateFog = FALSE;
4355 BOOL useVertexShaderFunction = use_vs(stateblock);
4356 BOOL usePixelShaderFunction = use_ps(stateblock);
4357 BOOL transformed;
4358 /* Some stuff is in the device until we have per context tracking */
4359 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4360 BOOL wasrhw = context->last_was_rhw;
4361 unsigned int i;
4362
4363 transformed = device->strided_streams.position_transformed;
4364 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4365 updateFog = TRUE;
4366 }
4367
4368 /* Reapply lighting if it is not scheduled for reapplication already */
4369 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4370 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4371 }
4372
4373 if (transformed) {
4374 context->last_was_rhw = TRUE;
4375 } else {
4376
4377 /* Untransformed, so relies on the view and projection matrices */
4378 context->last_was_rhw = FALSE;
4379 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4380 device->untransformed = TRUE;
4381
4382 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4383 * Not needed as long as only hw shaders are supported
4384 */
4385
4386 /* This sets the shader output position correction constants.
4387 * TODO: Move to the viewport state
4388 */
4389 if (useVertexShaderFunction) {
4390 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4391 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4392 }
4393 }
4394
4395 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4396 * off this function will be called again anyway to make sure they're properly set
4397 */
4398 if(!useVertexShaderFunction) {
4399 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4400 * or transformed / untransformed was switched
4401 */
4402 if(wasrhw != context->last_was_rhw &&
4403 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4404 !isStateDirty(context, STATE_VIEWPORT)) {
4405 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4406 }
4407 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4408 * mode.
4409 *
4410 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4411 * this check will fail and the matrix not applied again. This is OK because a simple
4412 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4413 * needs of the vertex declaration.
4414 *
4415 * World and view matrix go into the same gl matrix, so only apply them when neither is
4416 * dirty
4417 */
4418 if(transformed != wasrhw &&
4419 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4420 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4421 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4422 }
4423
4424 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4425 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4426 }
4427
4428 if(context->last_was_vshader) {
4429 updateFog = TRUE;
4430 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4431 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4432 }
4433 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4434 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4435 }
4436 }
4437 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4438 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4439 }
4440 } else {
4441 if(!context->last_was_vshader) {
4442 static BOOL warned = FALSE;
4443 if(!device->vs_clipping) {
4444 /* Disable all clip planes to get defined results on all drivers. See comment in the
4445 * state_clipping state handler
4446 */
4447 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4448 glDisable(GL_CLIP_PLANE0 + i);
4449 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4450 }
4451
4452 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4453 FIXME("Clipping not supported with vertex shaders\n");
4454 warned = TRUE;
4455 }
4456 }
4457 if(wasrhw) {
4458 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4459 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4460 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4461 * fixed function vertex processing states back in a sane state before switching to shaders
4462 */
4463 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4464 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4465 }
4466 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4467 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4468 }
4469 }
4470 updateFog = TRUE;
4471
4472 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4473 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4474 * device->vs_clipping is false.
4475 */
4476 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4477 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4478 }
4479 }
4480 }
4481
4482 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4483 * application
4484 */
4485 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4486 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4487
4488 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4489 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4490 }
4491 }
4492
4493 context->last_was_vshader = useVertexShaderFunction;
4494
4495 if(updateFog) {
4496 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4497 }
4498 if(!useVertexShaderFunction) {
4499 int i;
4500 for(i = 0; i < MAX_TEXTURES; i++) {
4501 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4502 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4503 }
4504 }
4505 }
4506}
4507
4508static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4509 UINT width, height;
4510 IWineD3DSurfaceImpl *target;
4511
4512 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4513 checkGLcall("glDepthRange");
4514 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4515 */
4516 if(stateblock->wineD3DDevice->render_offscreen) {
4517 glViewport(stateblock->viewport.X,
4518 stateblock->viewport.Y,
4519 stateblock->viewport.Width, stateblock->viewport.Height);
4520 } else {
4521 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4522 target->get_drawable_size(target, &width, &height);
4523
4524 glViewport(stateblock->viewport.X,
4525 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4526 stateblock->viewport.Width, stateblock->viewport.Height);
4527 }
4528
4529 checkGLcall("glViewport");
4530}
4531
4532static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4533 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4534 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4535 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4536 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4537 }
4538 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4539 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4540 }
4541}
4542
4543static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4544 UINT Index = state - STATE_ACTIVELIGHT(0);
4545 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4546
4547 if(!lightInfo) {
4548 glDisable(GL_LIGHT0 + Index);
4549 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4550 } else {
4551 float quad_att;
4552 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4553
4554 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4555 glMatrixMode(GL_MODELVIEW);
4556 glPushMatrix();
4557 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4558
4559 /* Diffuse: */
4560 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4561 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4562 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4563 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4564 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4565 checkGLcall("glLightfv");
4566
4567 /* Specular */
4568 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4569 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4570 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4571 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4572 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4573 checkGLcall("glLightfv");
4574
4575 /* Ambient */
4576 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4577 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4578 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4579 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4580 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4581 checkGLcall("glLightfv");
4582
4583 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4584 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4585 } else {
4586 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4587 }
4588
4589 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4590 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4591 * Attenuation0 to NaN and crashes in the gl lib
4592 */
4593
4594 switch (lightInfo->OriginalParms.Type) {
4595 case WINED3DLIGHT_POINT:
4596 /* Position */
4597 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4598 checkGLcall("glLightfv");
4599 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4600 checkGLcall("glLightf");
4601 /* Attenuation - Are these right? guessing... */
4602 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4603 checkGLcall("glLightf");
4604 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4605 checkGLcall("glLightf");
4606 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4607 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4608 checkGLcall("glLightf");
4609 /* FIXME: Range */
4610 break;
4611
4612 case WINED3DLIGHT_SPOT:
4613 /* Position */
4614 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4615 checkGLcall("glLightfv");
4616 /* Direction */
4617 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4618 checkGLcall("glLightfv");
4619 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4620 checkGLcall("glLightf");
4621 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4622 checkGLcall("glLightf");
4623 /* Attenuation - Are these right? guessing... */
4624 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4625 checkGLcall("glLightf");
4626 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4627 checkGLcall("glLightf");
4628 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4629 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4630 checkGLcall("glLightf");
4631 /* FIXME: Range */
4632 break;
4633
4634 case WINED3DLIGHT_DIRECTIONAL:
4635 /* Direction */
4636 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4637 checkGLcall("glLightfv");
4638 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4639 checkGLcall("glLightf");
4640 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4641 checkGLcall("glLightf");
4642 break;
4643
4644 default:
4645 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4646 }
4647
4648 /* Restore the modelview matrix */
4649 glPopMatrix();
4650
4651 glEnable(GL_LIGHT0 + Index);
4652 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4653 }
4654
4655 return;
4656}
4657
4658static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4659 RECT *pRect = &stateblock->scissorRect;
4660 UINT height;
4661 UINT width;
4662 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4663
4664 target->get_drawable_size(target, &width, &height);
4665 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4666 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4667 */
4668 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4669 pRect->right - pRect->left, pRect->bottom - pRect->top);
4670
4671 if (stateblock->wineD3DDevice->render_offscreen) {
4672 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4673 } else {
4674 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4675 }
4676 checkGLcall("glScissor");
4677}
4678
4679static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4680 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4681 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4682 } else {
4683 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4684 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4685 }
4686}
4687
4688static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4689 if(stateblock->wineD3DDevice->render_offscreen) {
4690 glFrontFace(GL_CCW);
4691 checkGLcall("glFrontFace(GL_CCW)");
4692 } else {
4693 glFrontFace(GL_CW);
4694 checkGLcall("glFrontFace(GL_CW)");
4695 }
4696}
4697
4698const struct StateEntryTemplate misc_state_template[] = {
4699 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4700 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4701 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4702 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4703 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4704 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4705 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4706 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4707 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4708 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4709 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4710 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4711 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4712 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4713 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4714 * vshader loadings are untied from each other
4715 */
4716 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4717 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4718 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4719 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4720 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4721 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4722 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4723 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4724 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4725 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4726 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4727 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4728 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4729 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4730 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4731 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4732 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4733 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4734 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4735 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4736 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4737 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4738 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4739 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4740 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4741 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4742 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4743 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4744 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4745 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4746 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4747 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4748 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4749 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4750 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4751 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4752 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4753 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4754 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4755 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4756 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4757 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4758 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4759 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4760 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4761 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4762 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4763 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4764 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4765 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4766
4767 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4768 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4769 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4770 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4771 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4772 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4773 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4774 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4775 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4776 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4777 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4778 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4779 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4780 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4781 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4782 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4783 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4784 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4785 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4786 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4787 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4788 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4789 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4790 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4791 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4792 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4793 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4794 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4795 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4796 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4797 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4798 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4799 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4800 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4801 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4802 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4803 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4804 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4805 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4806 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4807 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4808 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4809 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4810 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4811 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4812 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4813 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4814 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4815 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4816 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4817 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4818 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4819 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4820 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4821 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4822 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4823 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4824 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4825 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4826 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4827 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4828 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4829 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4830 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4831 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4832 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4833 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4834 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4835 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4836 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4837 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4838 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4839 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4840 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4841 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4842 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4843 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4844 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4845 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4846 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4847 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4848 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4849 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4850 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4851 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4852 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4853 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
4854 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4855 /* Samplers */
4856 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4857 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4858 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4859 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4860 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4861 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4862 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4863 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4864 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4865 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4866 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4867 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4868 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4869 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4870 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4871 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4872 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4873 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4874 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4875 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4876 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4877};
4878
4879const struct StateEntryTemplate ffp_vertexstate_template[] = {
4880 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4881 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4882 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4883 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4884 /* Clip planes */
4885 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4886 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4887 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4888 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4889 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4890 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4891 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4892 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4893 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
4894 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
4895 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
4896 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
4897 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
4898 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
4899 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
4900 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
4901 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
4902 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
4903 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
4904 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
4905 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
4906 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
4907 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
4908 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
4909 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
4910 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
4911 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
4912 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
4913 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
4914 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
4915 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
4916 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
4917 /* Lights */
4918 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4919 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4920 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4921 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4922 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4923 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4924 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4925 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4926 /* Viewport */
4927 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4928 /* Transform states follow */
4929 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5000 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5001 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5002 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5003 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5004 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5005 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5006 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5007 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5009 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5010 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5011 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5012 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5013 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5014 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5015 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5016 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5017 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5018 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5019 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5020 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5021 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5022 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5023 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5024 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5025 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5026 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5027 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5028 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5029 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5030 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5031 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5032 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5033 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5034 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5035 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5036 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5037 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5038 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5039 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5040 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5041 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5042 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5043 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5044 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5045 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5046 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5047 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5048 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5049 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5050 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5051 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5052 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5053 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5054 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5055 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5056 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5057 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5058 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5059 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5060 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5061 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5062 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5063 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5064 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5065 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5066 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5067 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5068 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5069 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5070 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5071 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5072 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5073 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5074 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5075 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5076 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5077 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5078 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5079 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5080 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5081 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5082 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5196 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5197 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5198 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5199 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5200 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5201 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5202 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5203 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5211 /* Fog */
5212 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5213 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5214 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5215 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5216 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5217 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5218 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5219 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5220 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5221 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5222 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5223 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5224 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5225 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5226 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5227 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5228 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5229 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5230 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5231 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5232 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5233 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5234 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5235 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5236 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5237 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5238 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5239 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5240 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5241 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5242 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5243 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5244 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5245 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5246 */
5247 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5248 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5249 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5250 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5251 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5252 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5253 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5254 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5255 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5256 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5257 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5258 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5259 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5260 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5261 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5262 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5263 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5264 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5265 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5266 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5267 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5268 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5269 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5270 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5271 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5272};
5273
5274static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5275 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5276 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5277 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5278 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5279 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5280 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5281 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5282 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5283 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5284 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5285 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5286 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5287 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5288 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5289 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5290 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5291 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5292 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5293 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5294 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5295 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5296 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5297 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5298 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5299 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5300 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5301 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5302 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5303 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5304 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5305 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5306 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5307 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5308 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5309 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5310 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5311 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5312 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5313 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5314 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5315 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5316 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5317 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5318 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5319 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5320 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5321 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5322 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5323 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5324 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5325 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5326 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5327 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5328 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5329 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5330 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5331 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5332 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5333 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5334 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5335 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5336 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5337 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5338 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5339 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5340 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5341 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5342 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5343 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5344 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5345 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5346 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5347 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5348 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5349 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5350 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5351 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5352 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5353 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5354 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5355 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5356 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5357 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5358 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5359 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5360 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5361 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5362 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5363 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5364 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5365 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5366 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5367 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5368 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5369 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5370 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5371 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5372 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5373 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5374 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5375};
5376#undef GLINFO_LOCATION
5377
5378#define GLINFO_LOCATION (*gl_info)
5379static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5380
5381static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5382{
5383 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5384 WINED3DTEXOPCAPS_ADDSIGNED |
5385 WINED3DTEXOPCAPS_ADDSIGNED2X |
5386 WINED3DTEXOPCAPS_MODULATE |
5387 WINED3DTEXOPCAPS_MODULATE2X |
5388 WINED3DTEXOPCAPS_MODULATE4X |
5389 WINED3DTEXOPCAPS_SELECTARG1 |
5390 WINED3DTEXOPCAPS_SELECTARG2 |
5391 WINED3DTEXOPCAPS_DISABLE;
5392
5393 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5394 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5395 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5396 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5397 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5398 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5399 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5400 WINED3DTEXOPCAPS_LERP |
5401 WINED3DTEXOPCAPS_SUBTRACT;
5402 }
5403 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5404 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5405 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5406 WINED3DTEXOPCAPS_MULTIPLYADD |
5407 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5408 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5409 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5410 }
5411 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5412 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5413
5414 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5415 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5416}
5417
5418static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5419static void ffp_fragment_free(IWineD3DDevice *iface) {}
5420static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5421{
5422 if (TRACE_ON(d3d))
5423 {
5424 TRACE("Checking support for fixup:\n");
5425 dump_color_fixup_desc(fixup);
5426 }
5427
5428 /* We only support identity conversions. */
5429 if (is_identity_fixup(fixup))
5430 {
5431 TRACE("[OK]\n");
5432 return TRUE;
5433 }
5434
5435 TRACE("[FAILED]\n");
5436 return FALSE;
5437}
5438
5439const struct fragment_pipeline ffp_fragment_pipeline = {
5440 ffp_enable,
5441 ffp_fragment_get_caps,
5442 ffp_fragment_alloc,
5443 ffp_fragment_free,
5444 ffp_color_fixup_supported,
5445 ffp_fragmentstate_template,
5446 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5447};
5448
5449static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5450{
5451 unsigned int i;
5452 for(i = 0; funcs[i]; i++);
5453 return i;
5454}
5455
5456static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5457 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5458 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5459}
5460
5461static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5462 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5463 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5464 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5465}
5466
5467HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5468 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5469 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5470{
5471 unsigned int i, type, handlers;
5472 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5473 const struct StateEntryTemplate *cur;
5474 BOOL set[STATE_HIGHEST + 1];
5475
5476 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5477
5478 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5479 StateTable[i].representative = 0;
5480 StateTable[i].apply = state_undefined;
5481 }
5482
5483 for(type = 0; type < 3; type++) {
5484 /* This switch decides the order in which the states are applied */
5485 switch(type) {
5486 case 0: cur = misc; break;
5487 case 1: cur = fragment->states; break;
5488 case 2: cur = vertex; break;
5489 default: cur = NULL; /* Stupid compiler */
5490 }
5491 if(!cur) continue;
5492
5493 /* GL extension filtering should not prevent multiple handlers being applied from different
5494 * pipeline parts
5495 */
5496 memset(set, 0, sizeof(set));
5497
5498 for(i = 0; cur[i].state; i++) {
5499 APPLYSTATEFUNC *funcs_array;
5500
5501 /* Only use the first matching state with the available extension from one template.
5502 * e.g.
5503 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5504 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5505 *
5506 * if GL_XYZ_fancy is supported, ignore the 2nd line
5507 */
5508 if(set[cur[i].state]) continue;
5509 /* Skip state lines depending on unsupported extensions */
5510 if (!GL_SUPPORT(cur[i].extension)) continue;
5511 set[cur[i].state] = TRUE;
5512 /* In some cases having an extension means that nothing has to be
5513 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5514 * supported, the texture coordinate fixup can be ignored. If the
5515 * apply function is used, mark the state set(done above) to prevent
5516 * applying later lines, but do not record anything in the state
5517 * table
5518 */
5519 if(!cur[i].content.apply) continue;
5520
5521 handlers = num_handlers(multistate_funcs[cur[i].state]);
5522 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5523 switch(handlers) {
5524 case 0:
5525 StateTable[cur[i].state].apply = cur[i].content.apply;
5526 break;
5527 case 1:
5528 StateTable[cur[i].state].apply = multistate_apply_2;
5529 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5530 0,
5531 sizeof(**dev_multistate_funcs) * 2);
5532 if (!dev_multistate_funcs[cur[i].state]) {
5533 goto out_of_mem;
5534 }
5535
5536 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5537 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5538 break;
5539 case 2:
5540 StateTable[cur[i].state].apply = multistate_apply_3;
5541 funcs_array = HeapReAlloc(GetProcessHeap(),
5542 0,
5543 dev_multistate_funcs[cur[i].state],
5544 sizeof(**dev_multistate_funcs) * 3);
5545 if (!funcs_array) {
5546 goto out_of_mem;
5547 }
5548
5549 dev_multistate_funcs[cur[i].state] = funcs_array;
5550 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5551 break;
5552 default:
5553 ERR("Unexpected amount of state handlers for state %u: %u\n",
5554 cur[i].state, handlers + 1);
5555 }
5556
5557 if(StateTable[cur[i].state].representative &&
5558 StateTable[cur[i].state].representative != cur[i].content.representative) {
5559 FIXME("State %u has different representatives in different pipeline parts\n",
5560 cur[i].state);
5561 }
5562 StateTable[cur[i].state].representative = cur[i].content.representative;
5563 }
5564 }
5565
5566 return WINED3D_OK;
5567
5568out_of_mem:
5569 for (i = 0; i <= STATE_HIGHEST; ++i) {
5570 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5571 }
5572
5573 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5574
5575 return E_OUTOFMEMORY;
5576}
5577#undef GLINFO_LOCATION
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