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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/state.c@ 37608

最後變更 在這個檔案從37608是 36029,由 vboxsync 提交於 14 年 前

wined3d/wddm: fix 1 pixel distortion for 2d games under wddm

  • 屬性 svn:eol-style 設為 native
檔案大小: 341.3 KB
 
1/*
2 * Direct3D state management
3 *
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
12 *
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
17 *
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
22 *
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 */
27
28/*
29 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
30 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
31 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
32 * a choice of LGPL license versions is made available with the language indicating
33 * that LGPLv2 or any later version may be used, or where a choice of which version
34 * of the LGPL is applied is otherwise unspecified.
35 */
36
37#include "config.h"
38#include <stdio.h>
39#ifdef HAVE_FLOAT_H
40# include <float.h>
41#endif
42#include "wined3d_private.h"
43
44WINE_DEFAULT_DEBUG_CHANNEL(d3d);
45WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
46
47#define GLINFO_LOCATION (*context->gl_info)
48
49/* GL locking for state handlers is done by the caller. */
50
51static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
52
53static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
54{
55 ERR("Undefined state.\n");
56}
57
58static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
59{
60 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
61}
62
63static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
64{
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66
67 switch(Value) {
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 break;
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 break;
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 break;
80 default:
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
82 }
83}
84
85static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
86{
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
91 */
92
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
95 }
96
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->device->strided_streams.position_transformed)
99 {
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
102 } else {
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
105 }
106}
107
108static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
109{
110 /* No z test without depth stencil buffers */
111 if (!stateblock->device->stencilBufferTarget)
112 {
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
116 return;
117 }
118
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_TRUE:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 break;
128 case WINED3DZB_USEW:
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
132 break;
133 default:
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135 }
136}
137
138static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
139{
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 * switch
142 */
143 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144 case WINED3DCULL_NONE:
145 glDisable(GL_CULL_FACE);
146 checkGLcall("glDisable GL_CULL_FACE");
147 break;
148 case WINED3DCULL_CW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT);
152 checkGLcall("glCullFace(GL_FRONT)");
153 break;
154 case WINED3DCULL_CCW:
155 glEnable(GL_CULL_FACE);
156 checkGLcall("glEnable GL_CULL_FACE");
157 glCullFace(GL_BACK);
158 checkGLcall("glCullFace(GL_BACK)");
159 break;
160 default:
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
162 }
163}
164
165static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
166{
167 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168 case WINED3DSHADE_FLAT:
169 glShadeModel(GL_FLAT);
170 checkGLcall("glShadeModel(GL_FLAT)");
171 break;
172 case WINED3DSHADE_GOURAUD:
173 glShadeModel(GL_SMOOTH);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
175 break;
176 case WINED3DSHADE_PHONG:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
178 break;
179 default:
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 }
182}
183
184static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
185{
186 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
187 glEnable(GL_DITHER);
188 checkGLcall("glEnable GL_DITHER");
189 } else {
190 glDisable(GL_DITHER);
191 checkGLcall("glDisable GL_DITHER");
192 }
193}
194
195static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
196{
197 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198 * this has to be merged with ZENABLE and ZFUNC
199 */
200 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
201 glDepthMask(1);
202 checkGLcall("glDepthMask(1)");
203 } else {
204 glDepthMask(0);
205 checkGLcall("glDepthMask(0)");
206 }
207}
208
209static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
210{
211 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
212
213 if(glParm) {
214 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215 static BOOL once = FALSE;
216 /* There are a few issues with this: First, our inability to
217 * select a proper Z depth, most of the time we're stuck with
218 * D24S8, even if the app selects D32 or D16. There seem to be
219 * some other precision problems which have to be debugged to
220 * make NOTEQUAL and EQUAL work properly
221 */
222 if(!once) {
223 once = TRUE;
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
225 }
226 }
227
228 glDepthFunc(glParm);
229 checkGLcall("glDepthFunc");
230 }
231}
232
233static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
234{
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, struct wined3d_context *context)
244{
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246 int srcBlend = GL_ZERO;
247 int dstBlend = GL_ZERO;
248
249 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
251 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
252 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
253
254 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255 * The d3d9 visual test confirms the behavior. */
256 if (context->render_offscreen
257 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
258 {
259 glDisable(GL_BLEND);
260 checkGLcall("glDisable GL_BLEND");
261 return;
262 } else {
263 glEnable(GL_BLEND);
264 checkGLcall("glEnable GL_BLEND");
265 }
266 } else {
267 glDisable(GL_BLEND);
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
270 return;
271 };
272
273 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
275 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
276 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
277 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
278 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
279 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
280 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
281 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
282
283 /* To compensate the lack of format switching with backbuffer offscreen rendering,
284 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285 * if the render target doesn't support alpha blending. A nonexistent alpha channel
286 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
287 */
288 case WINED3DBLEND_DESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
290 break;
291 case WINED3DBLEND_INVDESTALPHA :
292 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
293 break;
294
295 case WINED3DBLEND_SRCALPHASAT :
296 dstBlend = GL_SRC_ALPHA_SATURATE;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
298 break;
299
300 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301 * values which are still valid up to d3d9. They should not occur as dest blend values
302 */
303 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
304 srcBlend = GL_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
306 break;
307
308 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
311 break;
312
313 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
314 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
315 default:
316 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
317 }
318
319 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
321 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
322 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
323 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
324 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
325 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
326 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
327 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
328 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
329
330 case WINED3DBLEND_DESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
332 break;
333 case WINED3DBLEND_INVDESTALPHA :
334 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
335 break;
336
337 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
338 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
339 break;
340
341 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342 dstBlend = GL_SRC_ALPHA;
343 break;
344
345 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
346 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
347 default:
348 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
349 }
350
351 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353 glEnable(GL_LINE_SMOOTH);
354 checkGLcall("glEnable(GL_LINE_SMOOTH)");
355 if(srcBlend != GL_SRC_ALPHA) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
357 }
358 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
360 }
361 } else {
362 glDisable(GL_LINE_SMOOTH);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
364 }
365
366 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
369 }
370
371 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372 int srcBlendAlpha = GL_ZERO;
373 int dstBlendAlpha = GL_ZERO;
374
375 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
377 {
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
379 return;
380 }
381
382 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
384 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
385 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
386 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
387 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
388 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
389 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
390 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
391 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
392 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
393 case WINED3DBLEND_SRCALPHASAT :
394 dstBlend = GL_SRC_ALPHA_SATURATE;
395 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
396 break;
397 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398 * values which are still valid up to d3d9. They should not occur as dest blend values
399 */
400 case WINED3DBLEND_BOTHSRCALPHA :
401 dstBlendAlpha = GL_SRC_ALPHA;
402 srcBlendAlpha = GL_SRC_ALPHA;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
404 break;
405 case WINED3DBLEND_BOTHINVSRCALPHA :
406 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
409 break;
410 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
411 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
412 default:
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
414 }
415
416 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
418 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
419 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
420 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
421 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
422 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
423 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
424 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
425 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
426 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
427 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
428 case WINED3DBLEND_BOTHSRCALPHA :
429 srcBlendAlpha = GL_SRC_ALPHA;
430 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BOTHINVSRCALPHA :
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
435 break;
436 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
437 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
438 default:
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
440 }
441
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443 checkGLcall("glBlendFuncSeparateEXT");
444 } else {
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446 glBlendFunc(srcBlend, dstBlend);
447 checkGLcall("glBlendFunc");
448 }
449
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
453 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
454}
455
456static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
457{
458 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
459}
460
461static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
462{
463 float col[4];
464
465 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
466 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
467 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
468 checkGLcall("glBlendColor");
469}
470
471static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
472{
473 int glParm = 0;
474 float ref;
475 BOOL enable_ckey = FALSE;
476
477 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
478
479 /* Find out if the texture on the first stage has a ckey set
480 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
481 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
482 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
483 * in case it finds some texture+colorkeyenable combination which needs extra care.
484 */
485 if (stateblock->textures[0])
486 {
487 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
488
489 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
490 {
491 IWineD3DSurfaceImpl *surf;
492
493 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
494
495 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
496 {
497 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
498 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
499 * surface has alpha bits */
500 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
501 }
502 }
503 }
504
505 if (enable_ckey || context->last_was_ckey)
506 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
507 context->last_was_ckey = enable_ckey;
508
509 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
510 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
511 glEnable(GL_ALPHA_TEST);
512 checkGLcall("glEnable GL_ALPHA_TEST");
513 } else {
514 glDisable(GL_ALPHA_TEST);
515 checkGLcall("glDisable GL_ALPHA_TEST");
516 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
517 * enable call
518 */
519 return;
520 }
521
522 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
523 glParm = GL_NOTEQUAL;
524 ref = 0.0f;
525 } else {
526 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
527 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
528 }
529 if(glParm) {
530 glAlphaFunc(glParm, ref);
531 checkGLcall("glAlphaFunc");
532 }
533}
534
535static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
536{
537 const struct wined3d_gl_info *gl_info = context->gl_info;
538 DWORD enable = 0xFFFFFFFF;
539 DWORD disable = 0x00000000;
540
541 if (!stateblock->device->vs_clipping && use_vs(stateblock))
542 {
543 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
544 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
545 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
546 * of that - don't do anything here and keep them disabled
547 */
548 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
549 static BOOL warned = FALSE;
550 if(!warned) {
551 FIXME("Clipping not supported with vertex shaders\n");
552 warned = TRUE;
553 }
554 }
555 return;
556 }
557
558 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
559 * of already set values
560 */
561
562 /* If enabling / disabling all
563 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
564 */
565 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
566 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
567 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
568 if (gl_info->supported[ARB_DEPTH_CLAMP])
569 {
570 glDisable(GL_DEPTH_CLAMP);
571 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
572 }
573 } else {
574 disable = 0xffffffff;
575 enable = 0x00;
576 if (gl_info->supported[ARB_DEPTH_CLAMP])
577 {
578 glEnable(GL_DEPTH_CLAMP);
579 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
580 }
581 else
582 {
583 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
584 }
585 }
586
587 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
588 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
589 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
590 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
591 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
592 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
593
594 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
595 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
596 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
597 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
598 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
599 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
600
601 /** update clipping status */
602 if (enable) {
603 stateblock->clip_status.ClipUnion = 0;
604 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
605 } else {
606 stateblock->clip_status.ClipUnion = 0;
607 stateblock->clip_status.ClipIntersection = 0;
608 }
609}
610
611static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
612{
613 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
614}
615
616static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
617{
618 int blendEquation = GL_FUNC_ADD;
619 int blendEquationAlpha = GL_FUNC_ADD;
620
621 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
622 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
623 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
624 {
625 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
626 return;
627 }
628
629 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
630 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
631 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
632 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
633 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
634 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
635 default:
636 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
637 }
638
639 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
640 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
641 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
642 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
643 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
644 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
645 default:
646 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
647 }
648
649 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
650 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
651 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
652 checkGLcall("glBlendEquationSeparateEXT");
653 } else {
654 TRACE("glBlendEquation(%x)\n", blendEquation);
655 GL_EXTCALL(glBlendEquationEXT(blendEquation));
656 checkGLcall("glBlendEquation");
657 }
658}
659
660static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
661{
662 const struct wined3d_gl_info *gl_info = context->gl_info;
663 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
664 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
665 * specular color. This is wrong:
666 * Separate specular color means the specular colour is maintained separately, whereas
667 * single color means it is merged in. However in both cases they are being used to
668 * some extent.
669 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
670 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
671 * running 1.4 yet!
672 *
673 *
674 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
675 * Instead, we need to setup the FinalCombiner properly.
676 *
677 * The default setup for the FinalCombiner is:
678 *
679 * <variable> <input> <mapping> <usage>
680 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
681 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
682 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
683 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
684 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
685 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
686 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
687 *
688 * That's pretty much fine as it is, except for variable B, which needs to take
689 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
690 * whether WINED3DRS_SPECULARENABLE is enabled or not.
691 */
692
693 TRACE("Setting specular enable state and materials\n");
694 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
695 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
696 checkGLcall("glMaterialfv");
697
698 if (stateblock->material.Power > gl_info->limits.shininess)
699 {
700 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
701 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
702 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
703 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
704 * them, it should be safe to do so without major visual distortions.
705 */
706 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
707 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
708 } else {
709 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
710 }
711 checkGLcall("glMaterialf(GL_SHININESS)");
712
713 if (gl_info->supported[EXT_SECONDARY_COLOR])
714 {
715 glEnable(GL_COLOR_SUM_EXT);
716 }
717 else
718 {
719 TRACE("Specular colors cannot be enabled in this version of opengl\n");
720 }
721 checkGLcall("glEnable(GL_COLOR_SUM)");
722
723 if (gl_info->supported[NV_REGISTER_COMBINERS])
724 {
725 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
726 checkGLcall("glFinalCombinerInputNV()");
727 }
728 } else {
729 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
730
731 /* for the case of enabled lighting: */
732 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
733 checkGLcall("glMaterialfv");
734
735 /* for the case of disabled lighting: */
736 if (gl_info->supported[EXT_SECONDARY_COLOR])
737 {
738 glDisable(GL_COLOR_SUM_EXT);
739 }
740 else
741 {
742 TRACE("Specular colors cannot be disabled in this version of opengl\n");
743 }
744 checkGLcall("glDisable(GL_COLOR_SUM)");
745
746 if (gl_info->supported[NV_REGISTER_COMBINERS])
747 {
748 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
749 checkGLcall("glFinalCombinerInputNV()");
750 }
751 }
752
753 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
754 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
755 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
756 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
757 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
758 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
759 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
760 stateblock->material.Specular.r, stateblock->material.Specular.g,
761 stateblock->material.Specular.b, stateblock->material.Specular.a);
762 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
763 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
764 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
765
766 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
767 checkGLcall("glMaterialfv(GL_AMBIENT)");
768 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
769 checkGLcall("glMaterialfv(GL_DIFFUSE)");
770 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
771 checkGLcall("glMaterialfv(GL_EMISSION)");
772}
773
774static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
775{
776 unsigned int i;
777
778 /* Note the texture color applies to all textures whereas
779 * GL_TEXTURE_ENV_COLOR applies to active only
780 */
781 float col[4];
782 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
783
784 /* And now the default texture color as well */
785 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
786 {
787 /* Note the WINED3DRS value applies to all textures, but GL has one
788 * per texture, so apply it now ready to be used!
789 */
790 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
791 checkGLcall("glActiveTextureARB");
792
793 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
794 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
795 }
796}
797
798static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
799 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
800{
801 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
802 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
803 GL_EXTCALL(glActiveStencilFaceEXT(face));
804 checkGLcall("glActiveStencilFaceEXT(...)");
805 glStencilFunc(func, ref, mask);
806 checkGLcall("glStencilFunc(...)");
807 glStencilOp(stencilFail, depthFail, stencilPass);
808 checkGLcall("glStencilOp(...)");
809}
810
811static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
812{
813 const struct wined3d_gl_info *gl_info = context->gl_info;
814 DWORD onesided_enable = FALSE;
815 DWORD twosided_enable = FALSE;
816 GLint func = GL_ALWAYS;
817 GLint func_ccw = GL_ALWAYS;
818 GLint ref = 0;
819 GLuint mask = 0;
820 GLint stencilFail = GL_KEEP;
821 GLint depthFail = GL_KEEP;
822 GLint stencilPass = GL_KEEP;
823 GLint stencilFail_ccw = GL_KEEP;
824 GLint depthFail_ccw = GL_KEEP;
825 GLint stencilPass_ccw = GL_KEEP;
826
827 /* No stencil test without a stencil buffer. */
828 if (!stateblock->device->stencilBufferTarget)
829 {
830 glDisable(GL_STENCIL_TEST);
831 checkGLcall("glDisable GL_STENCIL_TEST");
832 return;
833 }
834
835 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
836 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
837 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
838 func = GL_ALWAYS;
839 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
840 func_ccw = GL_ALWAYS;
841 ref = stateblock->renderState[WINED3DRS_STENCILREF];
842 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
843 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
844 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
845 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
846 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
847 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
848 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
849
850 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
851 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
852 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
853 onesided_enable, twosided_enable, ref, mask,
854 func, stencilFail, depthFail, stencilPass,
855 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
856
857 if (twosided_enable && onesided_enable) {
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
860
861 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
862 {
863 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
864 * which has an effect on the code below too. If we apply the front face
865 * afterwards, we are sure that the active stencil face is set to front,
866 * and other stencil functions which do not use two sided stencil do not have
867 * to set it back
868 */
869 renderstate_stencil_twosided(context, GL_BACK,
870 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
871 renderstate_stencil_twosided(context, GL_FRONT,
872 func, ref, mask, stencilFail, depthFail, stencilPass);
873 }
874 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
875 {
876 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
877 checkGLcall("glStencilFuncSeparateATI(...)");
878 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
879 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
880 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
881 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
882 } else {
883 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
884 }
885 }
886 else if(onesided_enable)
887 {
888 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
889 {
890 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
891 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
892 }
893
894 /* This code disables the ATI extension as well, since the standard stencil functions are equal
895 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
896 */
897 glEnable(GL_STENCIL_TEST);
898 checkGLcall("glEnable GL_STENCIL_TEST");
899 glStencilFunc(func, ref, mask);
900 checkGLcall("glStencilFunc(...)");
901 glStencilOp(stencilFail, depthFail, stencilPass);
902 checkGLcall("glStencilOp(...)");
903 } else {
904 glDisable(GL_STENCIL_TEST);
905 checkGLcall("glDisable GL_STENCIL_TEST");
906 }
907}
908
909static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
910{
911 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
912
913 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
914 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
915 glStencilMask(mask);
916 checkGLcall("glStencilMask");
917 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
918 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
919 glStencilMask(mask);
920}
921
922static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
923{
924 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
925
926 glStencilMask(mask);
927 checkGLcall("glStencilMask");
928}
929
930static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
931{
932
933 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
934
935 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
936
937 /* Table fog on: Never use fog coords, and use per-fragment fog */
938 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
939 glHint(GL_FOG_HINT, GL_NICEST);
940 if(context->fog_coord) {
941 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
942 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
943 context->fog_coord = FALSE;
944 }
945 return;
946 }
947
948 /* Otherwise use per-vertex fog in any case */
949 glHint(GL_FOG_HINT, GL_FASTEST);
950
951 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
952 /* No fog at all, or transformed vertices: Use fog coord */
953 if(!context->fog_coord) {
954 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
955 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
956 context->fog_coord = TRUE;
957 }
958 } else {
959 /* Otherwise, use the fragment depth */
960 if(context->fog_coord) {
961 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
962 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
963 context->fog_coord = FALSE;
964 }
965 }
966}
967
968void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
969{
970 float fogstart, fogend;
971 union {
972 DWORD d;
973 float f;
974 } tmpvalue;
975
976 switch(context->fog_source) {
977 case FOGSOURCE_VS:
978 fogstart = 1.0f;
979 fogend = 0.0f;
980 break;
981
982 case FOGSOURCE_COORD:
983 fogstart = 255.0f;
984 fogend = 0.0f;
985 break;
986
987 case FOGSOURCE_FFP:
988 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
989 fogstart = tmpvalue.f;
990 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
991 fogend = tmpvalue.f;
992 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
993 if(fogstart == fogend) {
994 unsigned long fNegInf = 0xff800000;
995 fogstart = *(float*)(&fNegInf); /* -1.0/0.0 */
996 fogend = 0.0f;
997 }
998 break;
999
1000 default:
1001 /* This should not happen.context->fog_source is set in wined3d, not the app.
1002 * Still this is needed to make the compiler happy
1003 */
1004 ERR("Unexpected fog coordinate source\n");
1005 fogstart = 0.0f;
1006 fogend = 0.0f;
1007 }
1008
1009 glFogf(GL_FOG_START, fogstart);
1010 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1011 TRACE("Fog Start == %f\n", fogstart);
1012
1013 glFogf(GL_FOG_END, fogend);
1014 checkGLcall("glFogf(GL_FOG_END, fogend)");
1015 TRACE("Fog End == %f\n", fogend);
1016}
1017
1018void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1019{
1020 enum fogsource new_source;
1021
1022 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1023
1024 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1025 /* No fog? Disable it, and we're done :-) */
1026 glDisableWINE(GL_FOG);
1027 checkGLcall("glDisable GL_FOG");
1028 return;
1029 }
1030
1031 /* Fog Rules:
1032 *
1033 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1034 * It can use the Z value of the vertex, or the alpha component of the specular color.
1035 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1036 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1037 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 *
1039 * FOGTABLEMODE != NONE:
1040 * The Z value is used, with the equation specified, no matter what vertex type.
1041 *
1042 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1043 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 *
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1046 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1047 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1048 *
1049 *
1050 * Rules for vertex fog with shaders:
1051 *
1052 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1053 * the fog computation to happen during transformation while openGL expects it to happen
1054 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1055 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1056 * To solve this problem, WineD3D does:
1057 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1058 * shader,
1059 * and 2) disables the fog computation (in either the fixed function or programmable
1060 * rasterizer) if using a vertex program.
1061 *
1062 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1063 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1064 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1065 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1066 * There are some GL differences between specular fog coords and vertex shaders though.
1067 *
1068 * With table fog the vertex shader fog coordinate is ignored.
1069 *
1070 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1071 * without shaders).
1072 */
1073
1074 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1075 * the system will apply only pixel(=table) fog effects."
1076 */
1077 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1078 if(use_vs(stateblock)) {
1079 glFogi(GL_FOG_MODE, GL_LINEAR);
1080 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1081 new_source = FOGSOURCE_VS;
1082 } else {
1083 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1084 /* If processed vertices are used, fall through to the NONE case */
1085 case WINED3DFOG_EXP:
1086 if(!context->last_was_rhw) {
1087 glFogi(GL_FOG_MODE, GL_EXP);
1088 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1089 new_source = FOGSOURCE_FFP;
1090 break;
1091 }
1092 /* drop through */
1093
1094 case WINED3DFOG_EXP2:
1095 if(!context->last_was_rhw) {
1096 glFogi(GL_FOG_MODE, GL_EXP2);
1097 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1098 new_source = FOGSOURCE_FFP;
1099 break;
1100 }
1101 /* drop through */
1102
1103 case WINED3DFOG_LINEAR:
1104 if(!context->last_was_rhw) {
1105 glFogi(GL_FOG_MODE, GL_LINEAR);
1106 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1107 new_source = FOGSOURCE_FFP;
1108 break;
1109 }
1110 /* drop through */
1111
1112 case WINED3DFOG_NONE:
1113 /* Both are none? According to msdn the alpha channel of the specular
1114 * color contains a fog factor. Set it in drawStridedSlow.
1115 * Same happens with Vertexfog on transformed vertices
1116 */
1117 new_source = FOGSOURCE_COORD;
1118 glFogi(GL_FOG_MODE, GL_LINEAR);
1119 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1120 break;
1121
1122 default:
1123 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1124 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1125 }
1126 }
1127 } else {
1128 new_source = FOGSOURCE_FFP;
1129
1130 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1131 case WINED3DFOG_EXP:
1132 glFogi(GL_FOG_MODE, GL_EXP);
1133 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1134 break;
1135
1136 case WINED3DFOG_EXP2:
1137 glFogi(GL_FOG_MODE, GL_EXP2);
1138 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1139 break;
1140
1141 case WINED3DFOG_LINEAR:
1142 glFogi(GL_FOG_MODE, GL_LINEAR);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1144 break;
1145
1146 case WINED3DFOG_NONE: /* Won't happen */
1147 default:
1148 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1149 }
1150 }
1151
1152 glEnableWINE(GL_FOG);
1153 checkGLcall("glEnable GL_FOG");
1154 if(new_source != context->fog_source) {
1155 context->fog_source = new_source;
1156 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1157 }
1158}
1159
1160static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1161{
1162 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1163 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1164 }
1165}
1166
1167static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1168{
1169 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1170 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1171 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1172 } else {
1173 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1174 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1175 }
1176}
1177
1178void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1179{
1180 float col[4];
1181 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1182 glFogfv(GL_FOG_COLOR, &col[0]);
1183 checkGLcall("glFog GL_FOG_COLOR");
1184}
1185
1186void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1187{
1188 union {
1189 DWORD d;
1190 float f;
1191 } tmpvalue;
1192 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1193 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1194 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1195}
1196
1197static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1198{
1199 IWineD3DDeviceImpl *device = stateblock->device;
1200 GLenum Parm = 0;
1201
1202 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1203 * The vertex declaration will call this function if the fixed function pipeline is used.
1204 */
1205
1206 if(isStateDirty(context, STATE_VDECL)) {
1207 return;
1208 }
1209
1210 context->num_untracked_materials = 0;
1211 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1212 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1213 {
1214 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1215 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1216 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1217 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1218 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1219
1220 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1221 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1222 Parm = GL_AMBIENT_AND_DIFFUSE;
1223 } else {
1224 Parm = GL_DIFFUSE;
1225 }
1226 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1228 context->num_untracked_materials++;
1229 }
1230 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1231 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1232 context->num_untracked_materials++;
1233 }
1234 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1235 Parm = GL_AMBIENT;
1236 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1237 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1238 context->num_untracked_materials++;
1239 }
1240 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1241 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1242 context->num_untracked_materials++;
1243 }
1244 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1245 Parm = GL_EMISSION;
1246 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1247 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1248 context->num_untracked_materials++;
1249 }
1250 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1251 Parm = GL_SPECULAR;
1252 }
1253 }
1254
1255 /* Nothing changed, return. */
1256 if (Parm == context->tracking_parm) return;
1257
1258 if(!Parm) {
1259 glDisable(GL_COLOR_MATERIAL);
1260 checkGLcall("glDisable GL_COLOR_MATERIAL");
1261 } else {
1262 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1263 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1264 glEnable(GL_COLOR_MATERIAL);
1265 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1266 }
1267
1268 /* Apparently calls to glMaterialfv are ignored for properties we're
1269 * tracking with glColorMaterial, so apply those here. */
1270 switch (context->tracking_parm) {
1271 case GL_AMBIENT_AND_DIFFUSE:
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1273 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1274 checkGLcall("glMaterialfv");
1275 break;
1276
1277 case GL_DIFFUSE:
1278 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1279 checkGLcall("glMaterialfv");
1280 break;
1281
1282 case GL_AMBIENT:
1283 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1284 checkGLcall("glMaterialfv");
1285 break;
1286
1287 case GL_EMISSION:
1288 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1289 checkGLcall("glMaterialfv");
1290 break;
1291
1292 case GL_SPECULAR:
1293 /* Only change material color if specular is enabled, otherwise it is set to black */
1294 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1295 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1296 checkGLcall("glMaterialfv");
1297 } else {
1298 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1300 checkGLcall("glMaterialfv");
1301 }
1302 break;
1303 }
1304
1305 context->tracking_parm = Parm;
1306}
1307
1308static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1309{
1310 union {
1311 DWORD d;
1312 WINED3DLINEPATTERN lp;
1313 } tmppattern;
1314 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1315
1316 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1317
1318 if (tmppattern.lp.wRepeatFactor) {
1319 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1320 checkGLcall("glLineStipple(repeat, linepattern)");
1321 glEnable(GL_LINE_STIPPLE);
1322 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1323 } else {
1324 glDisable(GL_LINE_STIPPLE);
1325 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1326 }
1327}
1328
1329static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1330{
1331 union {
1332 DWORD d;
1333 float f;
1334 } tmpvalue;
1335
1336 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1337 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1338 TRACE("ZBias value %f\n", tmpvalue.f);
1339 glPolygonOffset(0, -tmpvalue.f);
1340 checkGLcall("glPolygonOffset(0, -Value)");
1341 glEnable(GL_POLYGON_OFFSET_FILL);
1342 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1343 glEnable(GL_POLYGON_OFFSET_LINE);
1344 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1345 glEnable(GL_POLYGON_OFFSET_POINT);
1346 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1347 } else {
1348 glDisable(GL_POLYGON_OFFSET_FILL);
1349 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1350 glDisable(GL_POLYGON_OFFSET_LINE);
1351 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1352 glDisable(GL_POLYGON_OFFSET_POINT);
1353 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1354 }
1355}
1356
1357
1358static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1359{
1360 if(isStateDirty(context, STATE_VDECL)) {
1361 return;
1362 }
1363 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1364 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1365 * by zero and is not properly defined in opengl, so avoid it
1366 */
1367 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1368 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1369 {
1370 glEnable(GL_NORMALIZE);
1371 checkGLcall("glEnable(GL_NORMALIZE);");
1372 } else {
1373 glDisable(GL_NORMALIZE);
1374 checkGLcall("glDisable(GL_NORMALIZE);");
1375 }
1376}
1377
1378static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1379{
1380 union {
1381 DWORD d;
1382 float f;
1383 } tmpvalue;
1384
1385 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1386 if (tmpvalue.f != 1.0f)
1387 {
1388 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1389 }
1390 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1391 if (tmpvalue.f != 64.0f)
1392 {
1393 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1394 }
1395
1396}
1397
1398static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1399{
1400 union {
1401 DWORD d;
1402 float f;
1403 } min, max;
1404
1405 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1406 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1407
1408 /* Max point size trumps min point size */
1409 if(min.f > max.f) {
1410 min.f = max.f;
1411 }
1412
1413 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1414 checkGLcall("glPointParameterfEXT(...)");
1415 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1416 checkGLcall("glPointParameterfEXT(...)");
1417}
1418
1419static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1420{
1421 union {
1422 DWORD d;
1423 float f;
1424 } min, max;
1425
1426 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1427 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1428
1429 /* Max point size trumps min point size */
1430 if(min.f > max.f) {
1431 min.f = max.f;
1432 }
1433
1434 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1435 checkGLcall("glPointParameterfARB(...)");
1436 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1437 checkGLcall("glPointParameterfARB(...)");
1438}
1439
1440static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1441{
1442 const struct wined3d_gl_info *gl_info = context->gl_info;
1443 /* TODO: Group this with the viewport */
1444 /*
1445 * POINTSCALEENABLE controls how point size value is treated. If set to
1446 * true, the point size is scaled with respect to height of viewport.
1447 * When set to false point size is in pixels.
1448 */
1449
1450 /* Default values */
1451 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1452 union {
1453 DWORD d;
1454 float f;
1455 } pointSize, A, B, C;
1456
1457 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1458 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1459 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1460 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1461
1462 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1463 GLfloat scaleFactor;
1464 float h = stateblock->viewport.Height;
1465
1466 if (pointSize.f < gl_info->limits.pointsize_min)
1467 {
1468 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1469 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1470 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1471 * are less than 1.0f. scale_factor = 1.0f / point_size.
1472 */
1473 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1474 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1475 * is 1.0, but then accepts points below that and draws too small points
1476 */
1477 pointSize.f = gl_info->limits.pointsize_min;
1478 }
1479 else if(pointSize.f > gl_info->limits.pointsize_max)
1480 {
1481 /* gl already scales the input to glPointSize,
1482 * d3d scales the result after the point size scale.
1483 * If the point size is bigger than the max size, use the
1484 * scaling to scale it bigger, and set the gl point size to max
1485 */
1486 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1487 TRACE("scale: %f\n", scaleFactor);
1488 pointSize.f = gl_info->limits.pointsize_max;
1489 } else {
1490 scaleFactor = 1.0f;
1491 }
1492 scaleFactor = pow(h * scaleFactor, 2);
1493
1494 att[0] = A.f / scaleFactor;
1495 att[1] = B.f / scaleFactor;
1496 att[2] = C.f / scaleFactor;
1497 }
1498
1499 if (gl_info->supported[ARB_POINT_PARAMETERS])
1500 {
1501 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1502 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1503 }
1504 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1505 {
1506 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1507 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1508 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1509 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1510 }
1511
1512 glPointSize(pointSize.f);
1513 checkGLcall("glPointSize(...);");
1514}
1515
1516static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1517{
1518 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1519}
1520
1521static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1522{
1523 DWORD mask0 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1524 DWORD mask1 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE1];
1525 DWORD mask2 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE2];
1526 DWORD mask3 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE3];
1527
1528 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1529 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1530 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1531 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1532 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1533 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1534 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1535 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1536 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1537 checkGLcall("glColorMask(...)");
1538
1539 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1540 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1541 {
1542 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1543 mask0, mask1, mask2, mask3);
1544 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1545 }
1546}
1547
1548static void set_color_mask(struct wined3d_context *context, UINT index, DWORD mask)
1549{
1550 GL_EXTCALL(glColorMaskIndexedEXT(index,
1551 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1552 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1553 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1554 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1555}
1556
1557static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1558{
1559 set_color_mask(context, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1560}
1561
1562static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1563{
1564 set_color_mask(context, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1565}
1566
1567static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1568{
1569 set_color_mask(context, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1570}
1571
1572static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1573{
1574 set_color_mask(context, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1575}
1576
1577static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1578{
1579 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1580 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1581 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1582 } else {
1583 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1584 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1585 }
1586}
1587
1588static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1589{
1590 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1591 TRACE("Last Pixel Drawing Enabled\n");
1592 } else {
1593 static BOOL warned;
1594 if (!warned) {
1595 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1596 warned = TRUE;
1597 } else {
1598 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1599 }
1600 }
1601}
1602
1603static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1604{
1605 static BOOL warned;
1606
1607 /* TODO: NV_POINT_SPRITE */
1608 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1609 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1610 FIXME("Point sprites not supported\n");
1611 warned = TRUE;
1612 }
1613}
1614
1615static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1616{
1617 const struct wined3d_gl_info *gl_info = context->gl_info;
1618
1619 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1620 {
1621 static BOOL warned;
1622
1623 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1624 {
1625 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1626 {
1627 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1628 warned = TRUE;
1629 }
1630 }
1631
1632 glEnable(GL_POINT_SPRITE_ARB);
1633 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1634 } else {
1635 glDisable(GL_POINT_SPRITE_ARB);
1636 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1637 }
1638}
1639
1640static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1641{
1642 /**
1643 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1644 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1645 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1646 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1647
1648 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1649 */
1650 TRACE("Stub\n");
1651 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1652 stateblock->renderState[WINED3DRS_WRAP1] ||
1653 stateblock->renderState[WINED3DRS_WRAP2] ||
1654 stateblock->renderState[WINED3DRS_WRAP3] ||
1655 stateblock->renderState[WINED3DRS_WRAP4] ||
1656 stateblock->renderState[WINED3DRS_WRAP5] ||
1657 stateblock->renderState[WINED3DRS_WRAP6] ||
1658 stateblock->renderState[WINED3DRS_WRAP7] ||
1659 stateblock->renderState[WINED3DRS_WRAP8] ||
1660 stateblock->renderState[WINED3DRS_WRAP9] ||
1661 stateblock->renderState[WINED3DRS_WRAP10] ||
1662 stateblock->renderState[WINED3DRS_WRAP11] ||
1663 stateblock->renderState[WINED3DRS_WRAP12] ||
1664 stateblock->renderState[WINED3DRS_WRAP13] ||
1665 stateblock->renderState[WINED3DRS_WRAP14] ||
1666 stateblock->renderState[WINED3DRS_WRAP15] ) {
1667 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1668 }
1669}
1670
1671static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1672{
1673 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1674 WARN("Multisample antialiasing not supported by gl\n");
1675 }
1676}
1677
1678static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1679{
1680 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1681 glEnable(GL_MULTISAMPLE_ARB);
1682 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1683 } else {
1684 glDisable(GL_MULTISAMPLE_ARB);
1685 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1686 }
1687}
1688
1689static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1690{
1691 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1692 glEnable(GL_SCISSOR_TEST);
1693 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1694 } else {
1695 glDisable(GL_SCISSOR_TEST);
1696 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1697 }
1698}
1699
1700/* The Direct3D depth bias is specified in normalized depth coordinates. In
1701 * OpenGL the bias is specified in units of "the smallest value that is
1702 * guaranteed to produce a resolvable offset for a given implementation". To
1703 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1704 * There's no practical way to retrieve that value from a given GL
1705 * implementation, but the D3D application has essentially the same problem,
1706 * which makes a guess of 1e-6f seem reasonable here. Note that
1707 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1708 * need to be scaled. */
1709static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1710{
1711 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1712 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1713 {
1714 union
1715 {
1716 DWORD d;
1717 float f;
1718 } scale_bias, const_bias;
1719
1720 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1721 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1722
1723 glEnable(GL_POLYGON_OFFSET_FILL);
1724 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1725
1726 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1727 checkGLcall("glPolygonOffset(...)");
1728 } else {
1729 glDisable(GL_POLYGON_OFFSET_FILL);
1730 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1731 }
1732}
1733
1734static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1735{
1736 if (stateblock->renderState[WINED3DRS_ZVISIBLE])
1737 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1738}
1739
1740static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1741{
1742 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1743 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1744 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1745 } else {
1746 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1747 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1748 }
1749}
1750
1751static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1752{
1753 TRACE("Stub\n");
1754 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1755 FIXME(" Stippled Alpha not supported yet.\n");
1756}
1757
1758static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1759{
1760 TRACE("Stub\n");
1761 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1762 FIXME(" Antialias not supported yet.\n");
1763}
1764
1765static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1766{
1767 TRACE("Stub\n");
1768 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1769 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1770}
1771
1772static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1773{
1774 TRACE("Stub\n");
1775 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1776 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1777}
1778
1779static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1780{
1781 union {
1782 DWORD d;
1783 float f;
1784 } tmpvalue;
1785 tmpvalue.f = 1.0f;
1786
1787 TRACE("Stub\n");
1788 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1789 {
1790 static BOOL displayed = FALSE;
1791
1792 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1793 if(!displayed)
1794 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1795
1796 displayed = TRUE;
1797 }
1798}
1799
1800static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1801{
1802 TRACE("Stub\n");
1803 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1804 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1805}
1806
1807static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1808{
1809 TRACE("Stub\n");
1810 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1811 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1812}
1813
1814static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1815{
1816 TRACE("Stub\n");
1817 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1818 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1819}
1820
1821static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1822{
1823 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1824 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1825 }
1826}
1827
1828static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1829{
1830 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1831 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1832 }
1833}
1834
1835static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1836{
1837 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1838 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1839 }
1840}
1841
1842static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1843{
1844 if(stateblock->renderState[WINED3DRS_ROP2]) {
1845 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1846 }
1847}
1848
1849static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1850{
1851 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1852 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1853 }
1854}
1855
1856static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1857{
1858 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1859 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1860 }
1861}
1862
1863static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1864{
1865 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1866 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1867 }
1868}
1869
1870static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1871{
1872 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1873 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1874 }
1875}
1876
1877static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1878{
1879 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1880 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1881 }
1882}
1883
1884static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1885{
1886 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1887 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1888 }
1889}
1890
1891static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1892{
1893 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1894 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1895 }
1896}
1897
1898static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1899{
1900 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1901 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1902 }
1903}
1904
1905static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1906{
1907 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1908 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1909 }
1910}
1911
1912static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1913{
1914 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1915 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1916 }
1917}
1918
1919static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1920{
1921 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1922 {
1923 FIXME("Software vertex processing not implemented.\n");
1924 }
1925}
1926
1927/* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1928#if defined (GL_VERSION_1_3)
1929# define useext(A) A
1930#elif defined (GL_EXT_texture_env_combine)
1931# define useext(A) A##_EXT
1932#elif defined (GL_ARB_texture_env_combine)
1933# define useext(A) A##_ARB
1934#endif
1935
1936static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1937 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1938 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1939 * flag specifies the complement of the input should be used. */
1940 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1941 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1942
1943 /* Calculate the operand */
1944 if (complement) {
1945 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1946 else *operand = GL_ONE_MINUS_SRC_COLOR;
1947 } else {
1948 if (from_alpha) *operand = GL_SRC_ALPHA;
1949 else *operand = GL_SRC_COLOR;
1950 }
1951
1952 /* Calculate the source */
1953 switch (arg & WINED3DTA_SELECTMASK) {
1954 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1955 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1956 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1957 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1958 case WINED3DTA_SPECULAR:
1959 /*
1960 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1961 * 'Secondary color' and isn't supported until base GL supports it
1962 * There is no concept of temp registers as far as I can tell
1963 */
1964 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1965 *source = GL_TEXTURE;
1966 break;
1967 default:
1968 FIXME("Unrecognized texture arg %#x\n", arg);
1969 *source = GL_TEXTURE;
1970 break;
1971 }
1972}
1973
1974/* Setup the texture operations texture stage states */
1975static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1976 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1977{
1978 const struct wined3d_gl_info *gl_info = context->gl_info;
1979 GLenum src1, src2, src3;
1980 GLenum opr1, opr2, opr3;
1981 GLenum comb_target;
1982 GLenum src0_target, src1_target, src2_target;
1983 GLenum opr0_target, opr1_target, opr2_target;
1984 GLenum scal_target;
1985 GLenum opr=0, invopr, src3_target, opr3_target;
1986 BOOL Handled = FALSE;
1987 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1988
1989 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1990
1991 /* This is called by a state handler which has the gl lock held and a context for the thread */
1992
1993 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1994 the form (a1 <operation> a2). However, some of the more complex operations
1995 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1996 in a third parameter called a0. Therefore these are operations of the form
1997 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1998
1999 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2000 functions below, expect their syntax to differ slightly to those listed in the
2001 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2002 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2003
2004 if (isAlpha) {
2005 comb_target = useext(GL_COMBINE_ALPHA);
2006 src0_target = useext(GL_SOURCE0_ALPHA);
2007 src1_target = useext(GL_SOURCE1_ALPHA);
2008 src2_target = useext(GL_SOURCE2_ALPHA);
2009 opr0_target = useext(GL_OPERAND0_ALPHA);
2010 opr1_target = useext(GL_OPERAND1_ALPHA);
2011 opr2_target = useext(GL_OPERAND2_ALPHA);
2012 scal_target = GL_ALPHA_SCALE;
2013 }
2014 else {
2015 comb_target = useext(GL_COMBINE_RGB);
2016 src0_target = useext(GL_SOURCE0_RGB);
2017 src1_target = useext(GL_SOURCE1_RGB);
2018 src2_target = useext(GL_SOURCE2_RGB);
2019 opr0_target = useext(GL_OPERAND0_RGB);
2020 opr1_target = useext(GL_OPERAND1_RGB);
2021 opr2_target = useext(GL_OPERAND2_RGB);
2022 scal_target = useext(GL_RGB_SCALE);
2023 }
2024
2025 /* If a texture stage references an invalid texture unit the stage just
2026 * passes through the result from the previous stage */
2027 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2028 arg1 = WINED3DTA_CURRENT;
2029 op = WINED3DTOP_SELECTARG1;
2030 }
2031
2032 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2033 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2034 } else {
2035 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2036 }
2037 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2038 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2039
2040 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2041
2042 Handled = TRUE; /* Assume will be handled */
2043
2044 /* Other texture operations require special extensions: */
2045 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2046 {
2047 if (isAlpha) {
2048 opr = GL_SRC_ALPHA;
2049 invopr = GL_ONE_MINUS_SRC_ALPHA;
2050 src3_target = GL_SOURCE3_ALPHA_NV;
2051 opr3_target = GL_OPERAND3_ALPHA_NV;
2052 } else {
2053 opr = GL_SRC_COLOR;
2054 invopr = GL_ONE_MINUS_SRC_COLOR;
2055 src3_target = GL_SOURCE3_RGB_NV;
2056 opr3_target = GL_OPERAND3_RGB_NV;
2057 }
2058 switch (op) {
2059 case WINED3DTOP_DISABLE: /* Only for alpha */
2060 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2061 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2062 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2063 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2064 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2065 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2066 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2067 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2068 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2069 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2070 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2071 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2073 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2074 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2076 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2077 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2078 break;
2079 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2080 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2081 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2082 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2083 if (op == WINED3DTOP_SELECTARG1) {
2084 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2085 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2086 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2087 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2088 } else {
2089 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2090 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2091 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2092 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2093 }
2094 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2095 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2096 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2097 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2098 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2099 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2100 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2101 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2102 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2103 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2104 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2105 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2106 break;
2107
2108 case WINED3DTOP_MODULATE:
2109 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2110 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2111 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2112 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2113 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2114 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2115 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2116 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2117 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2118 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2119 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2120 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2121 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2122 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2123 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2124 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2125 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2126 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2127 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2128 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2129 break;
2130 case WINED3DTOP_MODULATE2X:
2131 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2132 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2133 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2134 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2135 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2136 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2137 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2138 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2139 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2140 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2141 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2142 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2143 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2144 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2145 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2146 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2147 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2148 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2149 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2150 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2151 break;
2152 case WINED3DTOP_MODULATE4X:
2153 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2154 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2155 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2156 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2157 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2158 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2159 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2160 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2161 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2162 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2163 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2164 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2165 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2166 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2167 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2168 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2169 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2170 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2171 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2172 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2173 break;
2174
2175 case WINED3DTOP_ADD:
2176 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2177 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2178 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2179 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2180 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2181 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2182 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2183 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2184 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2185 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2186 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2187 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2188 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2189 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2190 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2191 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2192 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2193 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2194 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2195 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2196 break;
2197
2198 case WINED3DTOP_ADDSIGNED:
2199 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2200 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2201 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2202 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2203 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2204 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2205 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2206 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2207 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2208 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2209 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2210 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2211 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2212 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2213 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2214 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2215 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2216 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2217 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2218 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2219 break;
2220
2221 case WINED3DTOP_ADDSIGNED2X:
2222 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2223 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2224 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2225 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2226 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2227 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2228 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2229 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2230 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2231 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2232 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2233 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2234 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2235 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2236 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2237 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2238 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2239 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2240 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2241 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2242 break;
2243
2244 case WINED3DTOP_ADDSMOOTH:
2245 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2246 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2247 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2248 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2249 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2250 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2251 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2253 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2254 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2255 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2256 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2257 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2258 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2259 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2261 switch (opr1) {
2262 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2263 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2264 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2265 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2266 }
2267 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2268 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2269 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2270 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2271 break;
2272
2273 case WINED3DTOP_BLENDDIFFUSEALPHA:
2274 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2275 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2276 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2277 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2278 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2279 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2280 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2281 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2282 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2283 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2284 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2285 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2286 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2287 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2288 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2289 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2290 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2291 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2292 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2293 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2294 break;
2295 case WINED3DTOP_BLENDTEXTUREALPHA:
2296 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2297 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2298 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2299 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2300 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2301 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2302 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2303 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2304 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2305 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2306 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2307 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2308 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2309 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2310 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2311 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2312 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2313 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2314 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2315 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2316 break;
2317 case WINED3DTOP_BLENDFACTORALPHA:
2318 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2319 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2320 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2321 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2322 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2323 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2324 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2325 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2326 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2327 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2328 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2329 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2330 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2331 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2332 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2333 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2334 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2335 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2336 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2337 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2338 break;
2339 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2340 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2341 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2342 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2343 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2344 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2345 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2346 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2347 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2348 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2349 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2350 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2351 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2352 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2353 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2354 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2355 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2356 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2357 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2358 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2359 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2360 break;
2361 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2362 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2363 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2364 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2365 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2366 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2367 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2368 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2369 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2370 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2371 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2372 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2373 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2374 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2375 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2376 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2378 switch (opr) {
2379 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2380 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2381 }
2382 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2383 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2384 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2385 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2386 break;
2387 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2388 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2389 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2390 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2391 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2392 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2393 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2394 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2396 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2398 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2400 switch (opr1) {
2401 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2402 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2403 }
2404 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2405 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2406 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2407 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2408 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2409 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2410 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 break;
2413 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2414 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2415 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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, GL_ZERO);
2421 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2422 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2423 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2424 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2425 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2426 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2427 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2428 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2430 switch (opr1) {
2431 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2432 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2433 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2434 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2435 }
2436 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2437 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2438 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2439 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2440 break;
2441 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
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 switch (opr1) {
2447 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2448 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2449 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2450 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2451 }
2452 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2454 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2456 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2458 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2459 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2460 switch (opr1) {
2461 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2462 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2463 }
2464 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2465 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2466 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2467 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2468 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2469 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2470 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2471 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2472 break;
2473 case WINED3DTOP_MULTIPLYADD:
2474 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2475 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2476 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2477 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2478 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2479 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2480 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2481 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2482 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2483 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2484 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2485 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2486 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2487 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2488 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2489 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2490 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2491 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2492 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2493 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2494 break;
2495
2496 case WINED3DTOP_BUMPENVMAP:
2497 {
2498 }
2499
2500 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2501 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2502
2503 default:
2504 Handled = FALSE;
2505 }
2506 if (Handled) {
2507 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2508 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2509
2510 return;
2511 }
2512 } /* GL_NV_texture_env_combine4 */
2513
2514 Handled = TRUE; /* Again, assume handled */
2515 switch (op) {
2516 case WINED3DTOP_DISABLE: /* Only for alpha */
2517 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2518 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2519 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2520 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2521 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2522 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2523 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2524 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2525 break;
2526 case WINED3DTOP_SELECTARG1:
2527 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2528 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2529 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2530 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2531 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2532 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2533 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2534 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2535 break;
2536 case WINED3DTOP_SELECTARG2:
2537 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2538 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2539 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2540 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2541 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2542 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2543 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2544 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2545 break;
2546 case WINED3DTOP_MODULATE:
2547 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2548 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2549 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2550 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2551 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2552 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2553 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2554 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2555 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2556 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2557 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2558 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2559 break;
2560 case WINED3DTOP_MODULATE2X:
2561 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2563 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2564 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2565 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2566 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2567 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2568 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2569 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2570 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2571 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2573 break;
2574 case WINED3DTOP_MODULATE4X:
2575 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2577 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2579 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2581 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2582 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2583 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2584 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2585 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2586 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2587 break;
2588 case WINED3DTOP_ADD:
2589 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2590 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2591 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2592 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2593 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2594 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2595 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2596 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2597 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2598 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2599 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2600 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2601 break;
2602 case WINED3DTOP_ADDSIGNED:
2603 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2604 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2605 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2606 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2607 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2608 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2609 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2610 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2611 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2612 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2613 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2614 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2615 break;
2616 case WINED3DTOP_ADDSIGNED2X:
2617 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2618 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2619 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2620 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2621 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2622 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2623 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2624 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2625 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2626 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2627 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2628 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2629 break;
2630 case WINED3DTOP_SUBTRACT:
2631 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2632 {
2633 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2635 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2641 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2643 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2645 } else {
2646 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2647 }
2648 break;
2649
2650 case WINED3DTOP_BLENDDIFFUSEALPHA:
2651 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2653 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2656 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2657 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2658 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2659 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2660 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2661 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2662 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2663 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2664 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2665 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2667 break;
2668 case WINED3DTOP_BLENDTEXTUREALPHA:
2669 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2670 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2671 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2672 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2673 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2674 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2675 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2676 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2677 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2678 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2679 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2680 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2681 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2682 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2683 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2684 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2685 break;
2686 case WINED3DTOP_BLENDFACTORALPHA:
2687 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2688 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2689 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2690 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2691 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2692 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2693 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2694 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2695 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2696 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2697 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2698 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2699 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2700 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2701 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 break;
2704 case WINED3DTOP_BLENDCURRENTALPHA:
2705 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2706 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2707 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2708 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2709 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2710 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2711 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2712 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2713 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2714 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2715 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2716 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2717 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2718 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2719 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2721 break;
2722 case WINED3DTOP_DOTPRODUCT3:
2723 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2724 {
2725 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2727 }
2728 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2729 {
2730 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2731 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2732 } else {
2733 FIXME("This version of opengl does not support GL_DOT3\n");
2734 }
2735 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2736 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2737 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2738 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2739 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2740 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2741 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2742 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2743 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2744 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2745 break;
2746 case WINED3DTOP_LERP:
2747 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2749 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2753 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2755 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2757 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2758 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2759 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2760 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2761 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2762 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2763 break;
2764 case WINED3DTOP_ADDSMOOTH:
2765 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2766 {
2767 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2768 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2769 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2770 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2771 switch (opr1) {
2772 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2773 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2774 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2775 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2776 }
2777 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2778 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2779 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2780 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2781 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2782 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2783 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2784 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2785 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2786 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2787 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2788 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2789 } else
2790 Handled = FALSE;
2791 break;
2792 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2793 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2794 {
2795 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2796 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2797 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2798 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2799 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2800 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2801 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2802 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2803 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2804 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2805 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2806 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2807 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2808 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2809 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2810 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2811 } else
2812 Handled = FALSE;
2813 break;
2814 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2815 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2816 {
2817 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2818 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2819 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2820 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2821 switch (opr1) {
2822 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2823 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2824 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2825 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2826 }
2827 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2828 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2829 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2830 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2831 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2832 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2833 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2834 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2835 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2836 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2837 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2838 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2839 } else
2840 Handled = FALSE;
2841 break;
2842 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2843 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2844 {
2845 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2846 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2847 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2848 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2849 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2850 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2851 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2852 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2853 switch (opr1) {
2854 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2855 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2856 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2857 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2858 }
2859 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2860 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2861 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2862 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2863 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2864 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2865 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2866 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2867 } else
2868 Handled = FALSE;
2869 break;
2870 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2871 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2872 {
2873 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2874 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2875 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2876 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2877 switch (opr1) {
2878 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2879 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2880 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2881 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2882 }
2883 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2884 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2885 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2887 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2888 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2889 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2890 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2891 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2892 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2893 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2894 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2895 } else
2896 Handled = FALSE;
2897 break;
2898 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2899 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2900 {
2901 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2902 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2903 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2904 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2905 switch (opr1) {
2906 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2907 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2908 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2909 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2910 }
2911 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2912 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2913 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2914 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2915 switch (opr1) {
2916 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2917 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2918 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2919 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2920 }
2921 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2922 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2923 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2924 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2925 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2926 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2927 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2928 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2929 } else
2930 Handled = FALSE;
2931 break;
2932 case WINED3DTOP_MULTIPLYADD:
2933 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2934 {
2935 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2936 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2937 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2938 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2939 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2940 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2941 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2942 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2943 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2944 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2945 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2946 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2947 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2948 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2949 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2950 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2951 } else
2952 Handled = FALSE;
2953 break;
2954 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2955 case WINED3DTOP_BUMPENVMAP:
2956 if (gl_info->supported[NV_TEXTURE_SHADER2])
2957 {
2958 /* Technically texture shader support without register combiners is possible, but not expected to occur
2959 * on real world cards, so for now a fixme should be enough
2960 */
2961 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2962 }
2963 default:
2964 Handled = FALSE;
2965 }
2966
2967 if (Handled) {
2968 BOOL combineOK = TRUE;
2969 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2970 {
2971 DWORD op2;
2972
2973 if (isAlpha) {
2974 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2975 } else {
2976 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2977 }
2978
2979 /* Note: If COMBINE4 in effect can't go back to combine! */
2980 switch (op2) {
2981 case WINED3DTOP_ADDSMOOTH:
2982 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2983 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2984 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2985 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2986 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2987 case WINED3DTOP_MULTIPLYADD:
2988 /* Ignore those implemented in both cases */
2989 switch (op) {
2990 case WINED3DTOP_SELECTARG1:
2991 case WINED3DTOP_SELECTARG2:
2992 combineOK = FALSE;
2993 Handled = FALSE;
2994 break;
2995 default:
2996 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2997 return;
2998 }
2999 }
3000 }
3001
3002 if (combineOK) {
3003 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3004 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3005
3006 return;
3007 }
3008 }
3009
3010 /* After all the extensions, if still unhandled, report fixme */
3011 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3012}
3013
3014
3015static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3016{
3017 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3018 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3019 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3020 const struct wined3d_gl_info *gl_info = context->gl_info;
3021
3022 TRACE("Setting color op for stage %d\n", stage);
3023
3024 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3025 if (use_ps(stateblock)) return;
3026
3027 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3028
3029 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3030 {
3031 if (tex_used && mapped_stage >= gl_info->limits.textures)
3032 {
3033 FIXME("Attempt to enable unsupported stage!\n");
3034 return;
3035 }
3036 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3037 checkGLcall("glActiveTextureARB");
3038 }
3039
3040 if(stage >= stateblock->lowest_disabled_stage) {
3041 TRACE("Stage disabled\n");
3042 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3043 {
3044 /* Disable everything here */
3045 glDisable(GL_TEXTURE_2D);
3046 checkGLcall("glDisable(GL_TEXTURE_2D)");
3047 glDisable(GL_TEXTURE_3D);
3048 checkGLcall("glDisable(GL_TEXTURE_3D)");
3049 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3050 {
3051 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3052 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3053 }
3054 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3055 {
3056 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3057 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3058 }
3059 }
3060 /* All done */
3061 return;
3062 }
3063
3064 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3065 * if the sampler for this stage is dirty
3066 */
3067 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3068 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3069 }
3070
3071 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3072 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3073 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3074 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3075 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3076}
3077
3078void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3079{
3080 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3081 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3082 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3083 const struct wined3d_gl_info *gl_info = context->gl_info;
3084 DWORD op, arg1, arg2, arg0;
3085
3086 TRACE("Setting alpha op for stage %d\n", stage);
3087 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3088 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3089 {
3090 if (tex_used && mapped_stage >= gl_info->limits.textures)
3091 {
3092 FIXME("Attempt to enable unsupported stage!\n");
3093 return;
3094 }
3095 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3096 checkGLcall("glActiveTextureARB");
3097 }
3098
3099 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3100 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3101 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3102 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3103
3104 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3105 {
3106 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3107
3108 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3109 {
3110 IWineD3DSurfaceImpl *surf;
3111
3112 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3113
3114 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3115 {
3116 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3117 * properly. On the other hand applications can still use texture combiners apparently. This code
3118 * takes care that apps cannot remove the texture's alpha channel entirely.
3119 *
3120 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3121 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3122 * and alpha component of diffuse color to draw things like translucent text and perform other
3123 * blending effects.
3124 *
3125 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3126 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3127 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3128 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3129 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3130 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3131 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3132 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3133 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3134 * alpha.
3135 *
3136 * What to do with multitexturing? So far no app has been found that uses color keying with
3137 * multitexturing */
3138 if (op == WINED3DTOP_DISABLE)
3139 {
3140 arg1 = WINED3DTA_TEXTURE;
3141 op = WINED3DTOP_SELECTARG1;
3142 }
3143 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3144 {
3145 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3146 {
3147 arg2 = WINED3DTA_TEXTURE;
3148 op = WINED3DTOP_MODULATE;
3149 }
3150 else arg1 = WINED3DTA_TEXTURE;
3151 }
3152 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3153 {
3154 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3155 {
3156 arg1 = WINED3DTA_TEXTURE;
3157 op = WINED3DTOP_MODULATE;
3158 }
3159 else arg2 = WINED3DTA_TEXTURE;
3160 }
3161 }
3162 }
3163 }
3164
3165 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3166 * this if block here, and the other code(color keying, texture unit selection) are the same
3167 */
3168 TRACE("Setting alpha op for stage %d\n", stage);
3169 if (gl_info->supported[NV_REGISTER_COMBINERS])
3170 {
3171 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3172 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3173 }
3174 else
3175 {
3176 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3177 }
3178}
3179
3180static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3181{
3182 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3183 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3184 BOOL generated;
3185 int coordIdx;
3186
3187 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3188 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3189 {
3190 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3191 return;
3192 }
3193
3194 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3195 if (mapped_stage >= context->gl_info->limits.textures) return;
3196
3197 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3198 checkGLcall("glActiveTextureARB");
3199 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3200 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3201
3202 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3203 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3204 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3205 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3206 : WINED3DFMT_UNKNOWN,
3207 stateblock->device->frag_pipe->ffp_proj_control);
3208
3209 /* The sampler applying function calls us if this changes */
3210 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3211 {
3212 if(generated) {
3213 FIXME("Non-power2 texture being used with generated texture coords\n");
3214 }
3215 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3216 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3217 if (!use_ps(stateblock)) {
3218 TRACE("Non power two matrix multiply fixup\n");
3219 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3220 }
3221 }
3222}
3223
3224static void unloadTexCoords(const struct wined3d_context *context)
3225{
3226 unsigned int texture_idx;
3227
3228 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3229 {
3230 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3231 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3232 }
3233}
3234
3235static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3236 const struct wined3d_stream_info *si, GLuint *curVBO)
3237{
3238 const struct wined3d_gl_info *gl_info = context->gl_info;
3239 const UINT *offset = stateblock->streamOffset;
3240 unsigned int mapped_stage = 0;
3241 unsigned int textureNo = 0;
3242
3243 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3244 {
3245 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3246
3247 mapped_stage = stateblock->device->texUnitMap[textureNo];
3248 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3249
3250 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3251 {
3252 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3253
3254 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3255 textureNo, mapped_stage, coordIdx, e->data);
3256
3257 if (*curVBO != e->buffer_object)
3258 {
3259 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3260 checkGLcall("glBindBufferARB");
3261 *curVBO = e->buffer_object;
3262 }
3263
3264 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3265 checkGLcall("glClientActiveTextureARB");
3266
3267 /* The coords to supply depend completely on the fvf / vertex shader */
3268 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3269 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3270 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3271 } else {
3272 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3273 }
3274 }
3275 if (gl_info->supported[NV_REGISTER_COMBINERS])
3276 {
3277 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3278 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3279 {
3280 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3281 }
3282 }
3283
3284 checkGLcall("loadTexCoords");
3285}
3286
3287static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3288{
3289 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3290 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3291 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3292 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3293 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3294 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3295 const struct wined3d_gl_info *gl_info = context->gl_info;
3296
3297 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3298 {
3299 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3300 return;
3301 }
3302
3303 if (mapped_stage >= gl_info->limits.fragment_samplers)
3304 {
3305 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3306 return;
3307 }
3308 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3309 checkGLcall("glActiveTextureARB");
3310
3311 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3312 *
3313 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3314 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3315 * means use the vertex position (camera-space) as the input texture coordinates
3316 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3317 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3318 * to the TEXCOORDINDEX value
3319 */
3320 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3321 {
3322 case WINED3DTSS_TCI_PASSTHRU:
3323 /* Use the specified texture coordinates contained within the
3324 * vertex format. This value resolves to zero. */
3325 glDisable(GL_TEXTURE_GEN_S);
3326 glDisable(GL_TEXTURE_GEN_T);
3327 glDisable(GL_TEXTURE_GEN_R);
3328 glDisable(GL_TEXTURE_GEN_Q);
3329 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3330 break;
3331
3332 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3333 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3334 * as the input texture coordinates for this stage's texture transformation. This
3335 * equates roughly to EYE_LINEAR */
3336
3337 glMatrixMode(GL_MODELVIEW);
3338 glPushMatrix();
3339 glLoadIdentity();
3340 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3341 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3342 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3343 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3344 glPopMatrix();
3345 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3346
3347 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3348 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3349 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3350 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3351
3352 glEnable(GL_TEXTURE_GEN_S);
3353 glEnable(GL_TEXTURE_GEN_T);
3354 glEnable(GL_TEXTURE_GEN_R);
3355 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3356
3357 break;
3358
3359 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3360 /* Note that NV_TEXGEN_REFLECTION support is implied when
3361 * ARB_TEXTURE_CUBE_MAP is supported */
3362 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3363 {
3364 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3365 break;
3366 }
3367
3368 glMatrixMode(GL_MODELVIEW);
3369 glPushMatrix();
3370 glLoadIdentity();
3371 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3372 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3373 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3374 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3375 glPopMatrix();
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3377
3378 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3379 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3380 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3382
3383 glEnable(GL_TEXTURE_GEN_S);
3384 glEnable(GL_TEXTURE_GEN_T);
3385 glEnable(GL_TEXTURE_GEN_R);
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3387
3388 break;
3389
3390 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3391 /* Note that NV_TEXGEN_REFLECTION support is implied when
3392 * ARB_TEXTURE_CUBE_MAP is supported */
3393 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3394 {
3395 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3396 break;
3397 }
3398
3399 glMatrixMode(GL_MODELVIEW);
3400 glPushMatrix();
3401 glLoadIdentity();
3402 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3403 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3404 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3405 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3406 glPopMatrix();
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3408
3409 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3410 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3411 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3413
3414 glEnable(GL_TEXTURE_GEN_S);
3415 glEnable(GL_TEXTURE_GEN_T);
3416 glEnable(GL_TEXTURE_GEN_R);
3417 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3418
3419 break;
3420
3421 case WINED3DTSS_TCI_SPHEREMAP:
3422 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3423 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3424 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3425
3426 glEnable(GL_TEXTURE_GEN_S);
3427 glEnable(GL_TEXTURE_GEN_T);
3428 glDisable(GL_TEXTURE_GEN_R);
3429 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3430
3431 break;
3432
3433 default:
3434 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3435 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3436 glDisable(GL_TEXTURE_GEN_S);
3437 glDisable(GL_TEXTURE_GEN_T);
3438 glDisable(GL_TEXTURE_GEN_R);
3439 glDisable(GL_TEXTURE_GEN_Q);
3440 checkGLcall("Disable texgen.");
3441
3442 break;
3443 }
3444
3445 /* Update the texture matrix */
3446 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3447 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3448 }
3449
3450 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3451 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3452 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3453 * and do all the things linked to it
3454 * TODO: Tidy that up to reload only the arrays of the changed unit
3455 */
3456 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3457
3458 unloadTexCoords(context);
3459 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3460 }
3461}
3462
3463static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3464{
3465 IWineD3DDeviceImpl *device = stateblock->device;
3466
3467 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3468 * has an update pending
3469 */
3470 if(isStateDirty(context, STATE_VDECL) ||
3471 isStateDirty(context, STATE_PIXELSHADER)) {
3472 return;
3473 }
3474
3475 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3476}
3477
3478static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3479{
3480 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3481
3482 if (stateblock->pixelShader && stage != 0
3483 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3484 {
3485 /* The pixel shader has to know the luminance scale. Do a constants update if it
3486 * isn't scheduled anyway
3487 */
3488 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3489 !isStateDirty(context, STATE_PIXELSHADER)) {
3490 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3491 }
3492 }
3493}
3494
3495static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3496{
3497 const DWORD sampler = state - STATE_SAMPLER(0);
3498 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3499
3500 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3501
3502 if(!texture) return;
3503 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3504 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3505 * scaling is reapplied or removed, the texture matrix has to be reapplied
3506 *
3507 * The mapped stage is already active because the sampler() function below, which is part of the
3508 * misc pipeline
3509 */
3510 if(sampler < MAX_TEXTURES) {
3511 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3512
3513 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3514 {
3515 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3516 else context->lastWasPow2Texture &= ~(1 << sampler);
3517 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3518 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3519 }
3520 }
3521}
3522
3523static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3524{
3525 DWORD sampler = state - STATE_SAMPLER(0);
3526 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3527 const struct wined3d_gl_info *gl_info = context->gl_info;
3528 union {
3529 float f;
3530 DWORD d;
3531 } tmpvalue;
3532
3533 TRACE("Sampler: %d\n", sampler);
3534 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3535 * only has to bind textures and set the per texture states
3536 */
3537
3538 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3539 {
3540 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3541 return;
3542 }
3543
3544 if (mapped_stage >= gl_info->limits.combined_samplers)
3545 {
3546 return;
3547 }
3548 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3549 checkGLcall("glActiveTextureARB");
3550
3551 if(stateblock->textures[sampler]) {
3552 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3553 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3554 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3555 basetexture_apply_state_changes(stateblock->textures[sampler],
3556 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3557
3558 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3559 {
3560 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3561 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3562 GL_TEXTURE_LOD_BIAS_EXT,
3563 tmpvalue.f);
3564 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3565 }
3566
3567 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3568 {
3569 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3570 /* If color keying is enabled update the alpha test, it depends on the existence
3571 * of a color key in stage 0
3572 */
3573 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3574 }
3575 }
3576
3577 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3578 if (!tex_impl->baseTexture.pow2Matrix_identity)
3579 {
3580 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3581 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3582 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3583 }
3584 }
3585 else if (mapped_stage < gl_info->limits.textures)
3586 {
3587 if(sampler < stateblock->lowest_disabled_stage) {
3588 /* TODO: What should I do with pixel shaders here ??? */
3589 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3590 /* If color keying is enabled update the alpha test, it depends on the existence
3591 * of a color key in stage 0
3592 */
3593 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3594 }
3595 } /* Otherwise tex_colorop disables the stage */
3596 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3597 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3598 }
3599}
3600
3601void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3602{
3603 IWineD3DDeviceImpl *device = stateblock->device;
3604 BOOL use_pshader = use_ps(stateblock);
3605 BOOL use_vshader = use_vs(stateblock);
3606 int i;
3607
3608 if (use_pshader) {
3609 if(!context->last_was_pshader) {
3610 /* Former draw without a pixel shader, some samplers
3611 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3612 * make sure to enable them
3613 */
3614 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3615 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3616 sampler(STATE_SAMPLER(i), stateblock, context);
3617 }
3618 }
3619 context->last_was_pshader = TRUE;
3620 } else {
3621 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3622 * if a different texture was bound. I don't have to do anything.
3623 */
3624 }
3625 } else {
3626 /* Disabled the pixel shader - color ops weren't applied
3627 * while it was enabled, so re-apply them. */
3628 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3629 {
3630 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3631 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3632 }
3633 context->last_was_pshader = FALSE;
3634 }
3635
3636 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3637 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3638
3639 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3640 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3641 }
3642 }
3643}
3644
3645static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3646{
3647 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3648 if (stateblock->pixelShader && stage != 0
3649 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3650 {
3651 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3652 * anyway
3653 */
3654 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3655 !isStateDirty(context, STATE_PIXELSHADER)) {
3656 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3657 }
3658 }
3659}
3660
3661static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3662{
3663 /* This function is called by transform_view below if the view matrix was changed too
3664 *
3665 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3666 * does not always update the world matrix, only on a switch between transformed
3667 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3668 * draw, but that should be rather rare and cheaper in total.
3669 */
3670 glMatrixMode(GL_MODELVIEW);
3671 checkGLcall("glMatrixMode");
3672
3673 if(context->last_was_rhw) {
3674 glLoadIdentity();
3675 checkGLcall("glLoadIdentity()");
3676 } else {
3677 /* In the general case, the view matrix is the identity matrix */
3678 if (stateblock->device->view_ident)
3679 {
3680 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3681 checkGLcall("glLoadMatrixf");
3682 }
3683 else
3684 {
3685 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3686 checkGLcall("glLoadMatrixf");
3687 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3688 checkGLcall("glMultMatrixf");
3689 }
3690 }
3691}
3692
3693static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3694{
3695 UINT index = state - STATE_CLIPPLANE(0);
3696
3697 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3698 {
3699 return;
3700 }
3701
3702 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3703 if(!use_vs(stateblock)) {
3704 glMatrixMode(GL_MODELVIEW);
3705 glPushMatrix();
3706 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3707 } else {
3708 /* with vertex shaders, clip planes are not transformed in direct3d,
3709 * in OpenGL they are still transformed by the model view.
3710 * Use this to swap the y coordinate if necessary
3711 */
3712 glMatrixMode(GL_MODELVIEW);
3713 glPushMatrix();
3714 glLoadIdentity();
3715 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3716 }
3717
3718 TRACE("Clipplane [%f,%f,%f,%f]\n",
3719 stateblock->clipplane[index][0],
3720 stateblock->clipplane[index][1],
3721 stateblock->clipplane[index][2],
3722 stateblock->clipplane[index][3]);
3723 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3724 checkGLcall("glClipPlane");
3725
3726 glPopMatrix();
3727}
3728
3729static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3730{
3731 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3732 GLenum glMat;
3733 TRACE("Setting world matrix %d\n", matrix);
3734
3735 if (matrix >= context->gl_info->limits.blends)
3736 {
3737 WARN("Unsupported blend matrix set\n");
3738 return;
3739 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3740 return;
3741 }
3742
3743 /* GL_MODELVIEW0_ARB: 0x1700
3744 * GL_MODELVIEW1_ARB: 0x850a
3745 * GL_MODELVIEW2_ARB: 0x8722
3746 * GL_MODELVIEW3_ARB: 0x8723
3747 * etc
3748 * GL_MODELVIEW31_ARB: 0x873F
3749 */
3750 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3751 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3752
3753 glMatrixMode(glMat);
3754 checkGLcall("glMatrixMode(glMat)");
3755
3756 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3757 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3758 */
3759 if (stateblock->device->view_ident)
3760 {
3761 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3762 checkGLcall("glLoadMatrixf");
3763 }
3764 else
3765 {
3766 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3767 checkGLcall("glLoadMatrixf");
3768 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3769 checkGLcall("glMultMatrixf");
3770 }
3771}
3772
3773static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3774{
3775 WINED3DVERTEXBLENDFLAGS f = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3776 static unsigned int once;
3777
3778 if (f == WINED3DVBF_DISABLE) return;
3779
3780 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3781 else WARN("Vertex blend flags %#x not supported.\n", f);
3782}
3783
3784static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3785{
3786 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3787 static unsigned int once;
3788
3789 switch(val) {
3790 case WINED3DVBF_1WEIGHTS:
3791 case WINED3DVBF_2WEIGHTS:
3792 case WINED3DVBF_3WEIGHTS:
3793 glEnable(GL_VERTEX_BLEND_ARB);
3794 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3795
3796 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3797 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3798 */
3799 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3800
3801 if (!stateblock->device->vertexBlendUsed)
3802 {
3803 unsigned int i;
3804 for (i = 1; i < context->gl_info->limits.blends; ++i)
3805 {
3806 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3807 {
3808 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3809 }
3810 }
3811 stateblock->device->vertexBlendUsed = TRUE;
3812 }
3813 break;
3814
3815 case WINED3DVBF_TWEENING:
3816 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3817 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3818 else WARN("Vertex blend flags %#x not supported.\n", val);
3819 /* Fall through. */
3820 case WINED3DVBF_DISABLE:
3821 glDisable(GL_VERTEX_BLEND_ARB);
3822 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3823 break;
3824 }
3825}
3826
3827static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3828{
3829 const struct wined3d_gl_info *gl_info = context->gl_info;
3830 const struct wined3d_light_info *light = NULL;
3831 unsigned int k;
3832
3833 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3834 * NOTE: We have to reset the positions even if the light/plane is not currently
3835 * enabled, since the call to enable it will not reset the position.
3836 * NOTE2: Apparently texture transforms do NOT need reapplying
3837 */
3838
3839 glMatrixMode(GL_MODELVIEW);
3840 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3841 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3842 checkGLcall("glLoadMatrixf(...)");
3843
3844 /* Reset lights. TODO: Call light apply func */
3845 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3846 {
3847 light = stateblock->activeLights[k];
3848 if(!light) continue;
3849 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3850 checkGLcall("glLightfv posn");
3851 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3852 checkGLcall("glLightfv dirn");
3853 }
3854
3855 /* Reset Clipping Planes */
3856 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3857 {
3858 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3859 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3860 }
3861 }
3862
3863 if(context->last_was_rhw) {
3864 glLoadIdentity();
3865 checkGLcall("glLoadIdentity()");
3866 /* No need to update the world matrix, the identity is fine */
3867 return;
3868 }
3869
3870 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3871 * No need to do it here if the state is scheduled for update.
3872 */
3873 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3874 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3875 }
3876
3877 /* Avoid looping over a number of matrices if the app never used the functionality */
3878 if (stateblock->device->vertexBlendUsed)
3879 {
3880 for (k = 1; k < gl_info->limits.blends; ++k)
3881 {
3882 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3883 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3884 }
3885 }
3886 }
3887}
3888
3889static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3890{
3891 glMatrixMode(GL_PROJECTION);
3892 checkGLcall("glMatrixMode(GL_PROJECTION)");
3893 glLoadIdentity();
3894 checkGLcall("glLoadIdentity");
3895
3896 if (context->last_was_rhw)
3897 {
3898 double x = stateblock->viewport.X;
3899 double y = stateblock->viewport.Y;
3900 double w = stateblock->viewport.Width;
3901 double h = stateblock->viewport.Height;
3902
3903 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3904 if (context->render_offscreen)
3905 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3906 else
3907 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3908 checkGLcall("glOrtho");
3909
3910 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3911 * render everything upside down when rendering offscreen. */
3912 if (context->render_offscreen)
3913 {
3914 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3915 glTranslatef(63.0f / 128.0f, -63.0f / 128.0f, 0.0f);
3916 checkGLcall("glTranslatef(63.0f / 128.0f, -63.0f / 128.0f, 0.0f)");
3917 glScalef(1.0f, -1.0f, 1.0f);
3918 checkGLcall("glScalef");
3919 }
3920 else
3921 {
3922 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3923 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3924 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3925 }
3926 } else {
3927 /* The rule is that the window coordinate 0 does not correspond to the
3928 beginning of the first pixel, but the center of the first pixel.
3929 As a consequence if you want to correctly draw one line exactly from
3930 the left to the right end of the viewport (with all matrices set to
3931 be identity), the x coords of both ends of the line would be not
3932 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3933 instead.
3934
3935 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3936 divide by the Width/Height, so we need the half range(1.0) to translate by
3937 half a pixel.
3938
3939 The other fun is that d3d's output z range after the transformation is [0;1],
3940 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3941 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3942 of Z buffer precision and the clear values do not match in the z test. Thus scale
3943 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3944 */
3945
3946 /*
3947 * Careful with the order of operations here, we're essentially working backwards:
3948 * x = x + 1/w;
3949 * y = (y - 1/h) * flip;
3950 * z = z * 2 - 1;
3951 *
3952 * Becomes:
3953 * glTranslatef(0.0, 0.0, -1.0);
3954 * glScalef(1.0, 1.0, 2.0);
3955 *
3956 * glScalef(1.0, flip, 1.0);
3957 * glTranslatef(1/w, -1/h, 0.0);
3958 *
3959 * This is equivalent to:
3960 * glTranslatef(1/w, -flip/h, -1.0)
3961 * glScalef(1.0, flip, 2.0);
3962 */
3963
3964 /* Translate by slightly less than a half pixel to force a top-left
3965 * filling convention. We want the difference to be large enough that
3966 * it doesn't get lost due to rounding inside the driver, but small
3967 * enough to prevent it from interfering with any anti-aliasing. */
3968 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3969 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3970
3971 if (context->render_offscreen)
3972 {
3973 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3974 * render everything upside down when rendering offscreen. */
3975 glTranslatef(xoffset, -yoffset, -1.0f);
3976 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3977 glScalef(1.0f, -1.0f, 2.0f);
3978 } else {
3979 glTranslatef(xoffset, yoffset, -1.0f);
3980 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3981 glScalef(1.0f, 1.0f, 2.0f);
3982 }
3983 checkGLcall("glScalef");
3984
3985 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3986 checkGLcall("glLoadMatrixf");
3987 }
3988}
3989
3990/* This should match any arrays loaded in loadVertexData.
3991 * TODO: Only load / unload arrays if we have to.
3992 */
3993static inline void unloadVertexData(const struct wined3d_context *context)
3994{
3995 const struct wined3d_gl_info *gl_info = context->gl_info;
3996
3997 glDisableClientState(GL_VERTEX_ARRAY);
3998 glDisableClientState(GL_NORMAL_ARRAY);
3999 glDisableClientState(GL_COLOR_ARRAY);
4000 if (gl_info->supported[EXT_SECONDARY_COLOR])
4001 {
4002 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4003 }
4004 if (gl_info->supported[ARB_VERTEX_BLEND])
4005 {
4006 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4007 }
4008 unloadTexCoords(context);
4009}
4010
4011static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
4012{
4013 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4014 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4015
4016 context->numbered_array_mask &= ~(1 << i);
4017}
4018
4019/* This should match any arrays loaded in loadNumberedArrays
4020 * TODO: Only load / unload arrays if we have to.
4021 */
4022static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4023{
4024 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4025 GLint maxAttribs = 16;
4026 int i;
4027
4028 /* Leave all the attribs disabled */
4029 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4030 /* MESA does not support it right not */
4031 if (glGetError() != GL_NO_ERROR)
4032 maxAttribs = 16;
4033 for (i = 0; i < maxAttribs; ++i) {
4034 unload_numbered_array(stateblock, context, i);
4035 }
4036}
4037
4038static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4039 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4040{
4041 const struct wined3d_gl_info *gl_info = context->gl_info;
4042 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4043 int i;
4044 const UINT *offset = stateblock->streamOffset;
4045 struct wined3d_buffer *vb;
4046 DWORD_PTR shift_index;
4047
4048 /* Default to no instancing */
4049 stateblock->device->instancedDraw = FALSE;
4050
4051 for (i = 0; i < MAX_ATTRIBS; i++) {
4052 if (!(stream_info->use_map & (1 << i)))
4053 {
4054 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4055 continue;
4056 }
4057
4058 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4059 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4060 {
4061 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4062 stateblock->device->instancedDraw = TRUE;
4063 continue;
4064 }
4065
4066 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4067
4068 if (stream_info->elements[i].stride)
4069 {
4070 if (curVBO != stream_info->elements[i].buffer_object)
4071 {
4072 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4073 checkGLcall("glBindBufferARB");
4074 curVBO = stream_info->elements[i].buffer_object;
4075 }
4076 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4077 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4078 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4079 * vbo we won't be load converted attributes anyway
4080 */
4081 if (curVBO && vb->conversion_shift)
4082 {
4083 TRACE("Loading attribute from shifted buffer\n");
4084 TRACE("Attrib %d has original stride %d, new stride %d\n",
4085 i, stream_info->elements[i].stride, vb->conversion_stride);
4086 TRACE("Original offset %p, additional offset 0x%08x\n",
4087 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4088 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4089 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4090 shift_index = shift_index % stream_info->elements[i].stride;
4091 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4092 stream_info->elements[i].format_desc->gl_vtx_type,
4093 stream_info->elements[i].format_desc->gl_normalized,
4094 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4095 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4096 + offset[stream_info->elements[i].stream_idx]));
4097
4098 } else {
4099 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4100 stream_info->elements[i].format_desc->gl_vtx_type,
4101 stream_info->elements[i].format_desc->gl_normalized,
4102 stream_info->elements[i].stride, stream_info->elements[i].data
4103 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4104 + offset[stream_info->elements[i].stream_idx]));
4105 }
4106
4107 if (!(context->numbered_array_mask & (1 << i)))
4108 {
4109 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4110 context->numbered_array_mask |= (1 << i);
4111 }
4112 } else {
4113 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4114 * set up the attribute statically. But we have to figure out the system memory address.
4115 */
4116 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4117 if (stream_info->elements[i].buffer_object)
4118 {
4119 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4120 ptr += (long) buffer_get_sysmem(vb);
4121 }
4122
4123 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4124
4125 switch (stream_info->elements[i].format_desc->format)
4126 {
4127 case WINED3DFMT_R32_FLOAT:
4128 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4129 break;
4130 case WINED3DFMT_R32G32_FLOAT:
4131 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4132 break;
4133 case WINED3DFMT_R32G32B32_FLOAT:
4134 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4135 break;
4136 case WINED3DFMT_R32G32B32A32_FLOAT:
4137 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4138 break;
4139
4140 case WINED3DFMT_R8G8B8A8_UINT:
4141 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4142 break;
4143 case WINED3DFMT_B8G8R8A8_UNORM:
4144 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4145 {
4146 const DWORD *src = (const DWORD *)ptr;
4147 DWORD c = *src & 0xff00ff00;
4148 c |= (*src & 0xff0000) >> 16;
4149 c |= (*src & 0xff) << 16;
4150 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4151 break;
4152 }
4153 /* else fallthrough */
4154 case WINED3DFMT_R8G8B8A8_UNORM:
4155 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4156 break;
4157
4158 case WINED3DFMT_R16G16_SINT:
4159 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4160 break;
4161 case WINED3DFMT_R16G16B16A16_SINT:
4162 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4163 break;
4164
4165 case WINED3DFMT_R16G16_SNORM:
4166 {
4167 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4168 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4169 break;
4170 }
4171 case WINED3DFMT_R16G16_UNORM:
4172 {
4173 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4174 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4175 break;
4176 }
4177 case WINED3DFMT_R16G16B16A16_SNORM:
4178 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4179 break;
4180 case WINED3DFMT_R16G16B16A16_UNORM:
4181 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4182 break;
4183
4184 case WINED3DFMT_R10G10B10A2_UINT:
4185 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4186 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4187 break;
4188 case WINED3DFMT_R10G10B10A2_SNORM:
4189 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4190 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4191 break;
4192
4193 case WINED3DFMT_R16G16_FLOAT:
4194 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4195 * byte float according to the IEEE standard
4196 */
4197 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4198 break;
4199 case WINED3DFMT_R16G16B16A16_FLOAT:
4200 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4201 break;
4202
4203 default:
4204 ERR("Unexpected declaration in stride 0 attributes\n");
4205 break;
4206
4207 }
4208 }
4209 }
4210 checkGLcall("Loading numbered arrays");
4211}
4212
4213/* Used from 2 different functions, and too big to justify making it inlined */
4214static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4215 const struct wined3d_stream_info *si)
4216{
4217 const struct wined3d_gl_info *gl_info = context->gl_info;
4218 const UINT *offset = stateblock->streamOffset;
4219 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4220 const struct wined3d_stream_info_element *e;
4221
4222 TRACE("Using fast vertex array code\n");
4223
4224 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4225 stateblock->device->instancedDraw = FALSE;
4226
4227 /* Blend Data ---------------------------------------------- */
4228 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4229 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4230 {
4231 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4232
4233 if (gl_info->supported[ARB_VERTEX_BLEND])
4234 {
4235 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4236 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4237
4238 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4239 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4240
4241 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4242
4243 if (curVBO != e->buffer_object)
4244 {
4245 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4246 checkGLcall("glBindBufferARB");
4247 curVBO = e->buffer_object;
4248 }
4249
4250 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4251 e->format_desc->gl_vtx_format,
4252 e->format_desc->gl_vtx_type,
4253 e->stride,
4254 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4255 GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4256 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4257
4258 checkGLcall("glWeightPointerARB");
4259
4260 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4261 {
4262 static BOOL warned;
4263 if (!warned)
4264 {
4265 FIXME("blendMatrixIndices support\n");
4266 warned = TRUE;
4267 }
4268 }
4269 } else {
4270 /* TODO: support blends in drawStridedSlow
4271 * No need to write a FIXME here, this is done after the general vertex decl decoding
4272 */
4273 WARN("unsupported blending in openGl\n");
4274 }
4275 }
4276 else
4277 {
4278 if (gl_info->supported[ARB_VERTEX_BLEND])
4279 {
4280 static const GLbyte one = 1;
4281 GL_EXTCALL(glWeightbvARB(1, &one));
4282 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4283 }
4284 }
4285
4286 /* Point Size ----------------------------------------------*/
4287 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4288 {
4289 /* no such functionality in the fixed function GL pipeline */
4290 TRACE("Cannot change ptSize here in openGl\n");
4291 /* TODO: Implement this function in using shaders if they are available */
4292 }
4293
4294 /* Vertex Pointers -----------------------------------------*/
4295 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4296 {
4297 e = &si->elements[WINED3D_FFP_POSITION];
4298 if (curVBO != e->buffer_object)
4299 {
4300 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4301 checkGLcall("glBindBufferARB");
4302 curVBO = e->buffer_object;
4303 }
4304
4305 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4306 handling for rhw mode should not impact screen position whereas in GL it does.
4307 This may result in very slightly distorted textures in rhw mode.
4308 There's always the other option of fixing the view matrix to
4309 prevent w from having any effect.
4310
4311 This only applies to user pointer sources, in VBOs the vertices are fixed up
4312 */
4313 if (!e->buffer_object)
4314 {
4315 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4316 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4317 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4318 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4319 }
4320 else
4321 {
4322 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4323 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4324 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4325 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4326 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4327 }
4328 checkGLcall("glVertexPointer(...)");
4329 glEnableClientState(GL_VERTEX_ARRAY);
4330 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4331 }
4332
4333 /* Normals -------------------------------------------------*/
4334 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4335 {
4336 e = &si->elements[WINED3D_FFP_NORMAL];
4337 if (curVBO != e->buffer_object)
4338 {
4339 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4340 checkGLcall("glBindBufferARB");
4341 curVBO = e->buffer_object;
4342 }
4343
4344 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4345 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4346 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4347 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4348 checkGLcall("glNormalPointer(...)");
4349 glEnableClientState(GL_NORMAL_ARRAY);
4350 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4351
4352 } else {
4353 glNormal3f(0, 0, 0);
4354 checkGLcall("glNormal3f(0, 0, 0)");
4355 }
4356
4357 /* Diffuse Colour --------------------------------------------*/
4358 /* WARNING: Data here MUST be in RGBA format, so cannot */
4359 /* go directly into fast mode from app pgm, because */
4360 /* directx requires data in BGRA format. */
4361 /* currently fixupVertices swizzles the format, but this isn't*/
4362 /* very practical when using VBOs */
4363 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4364 /* , or the user doesn't care and wants the speed advantage */
4365
4366 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4367 {
4368 e = &si->elements[WINED3D_FFP_DIFFUSE];
4369 if (curVBO != e->buffer_object)
4370 {
4371 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4372 checkGLcall("glBindBufferARB");
4373 curVBO = e->buffer_object;
4374 }
4375
4376 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4377 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4378 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4379 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4380 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4381 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4382 glEnableClientState(GL_COLOR_ARRAY);
4383 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4384
4385 } else {
4386 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4387 checkGLcall("glColor4f(1, 1, 1, 1)");
4388 }
4389
4390 /* Specular Colour ------------------------------------------*/
4391 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4392 {
4393 TRACE("setting specular colour\n");
4394
4395 e = &si->elements[WINED3D_FFP_SPECULAR];
4396 if (gl_info->supported[EXT_SECONDARY_COLOR])
4397 {
4398 GLenum type = e->format_desc->gl_vtx_type;
4399 GLint format = e->format_desc->gl_vtx_format;
4400
4401 if (curVBO != e->buffer_object)
4402 {
4403 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4404 checkGLcall("glBindBufferARB");
4405 curVBO = e->buffer_object;
4406 }
4407
4408 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4409 {
4410 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4411 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4412 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4413 * 4 component secondary colors use it
4414 */
4415 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4416 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4417 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4418 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4419 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4420 }
4421 else
4422 {
4423 switch(type)
4424 {
4425 case GL_UNSIGNED_BYTE:
4426 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4427 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4428 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4429 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4430 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4431 break;
4432
4433 default:
4434 FIXME("Add 4 component specular color pointers for type %x\n", type);
4435 /* Make sure that the right color component is dropped */
4436 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4437 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4438 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4439 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4440 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4441 }
4442 }
4443 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4444 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4445 }
4446 else
4447 {
4448 WARN("Specular colour is not supported in this GL implementation.\n");
4449 }
4450 }
4451 else
4452 {
4453 if (gl_info->supported[EXT_SECONDARY_COLOR])
4454 {
4455 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4456 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4457 }
4458 else
4459 {
4460 WARN("Specular colour is not supported in this GL implementation.\n");
4461 }
4462 }
4463
4464 /* Texture coords -------------------------------------------*/
4465 loadTexCoords(context, stateblock, si, &curVBO);
4466}
4467
4468static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4469{
4470 IWineD3DDeviceImpl *device = stateblock->device;
4471 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4472 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4473
4474 if (context->numberedArraysLoaded && !load_numbered)
4475 {
4476 unloadNumberedArrays(stateblock, context);
4477 context->numberedArraysLoaded = FALSE;
4478 context->numbered_array_mask = 0;
4479 }
4480 else if (context->namedArraysLoaded)
4481 {
4482 unloadVertexData(context);
4483 context->namedArraysLoaded = FALSE;
4484 }
4485
4486 if (load_numbered)
4487 {
4488 TRACE("Loading numbered arrays\n");
4489 loadNumberedArrays(stateblock, &device->strided_streams, context);
4490 context->numberedArraysLoaded = TRUE;
4491 }
4492 else if (load_named)
4493 {
4494 TRACE("Loading vertex data\n");
4495 loadVertexData(context, stateblock, &device->strided_streams);
4496 context->namedArraysLoaded = TRUE;
4497 }
4498}
4499
4500static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4501{
4502 const struct wined3d_gl_info *gl_info = context->gl_info;
4503 BOOL updateFog = FALSE;
4504 BOOL useVertexShaderFunction = use_vs(stateblock);
4505 BOOL usePixelShaderFunction = use_ps(stateblock);
4506 IWineD3DDeviceImpl *device = stateblock->device;
4507 BOOL transformed;
4508 BOOL wasrhw = context->last_was_rhw;
4509 unsigned int i;
4510
4511 transformed = device->strided_streams.position_transformed;
4512 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4513 updateFog = TRUE;
4514 }
4515
4516 /* Reapply lighting if it is not scheduled for reapplication already */
4517 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4518 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4519 }
4520
4521 if (transformed) {
4522 context->last_was_rhw = TRUE;
4523 } else {
4524
4525 /* Untransformed, so relies on the view and projection matrices */
4526 context->last_was_rhw = FALSE;
4527 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4528 device->untransformed = TRUE;
4529
4530 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4531 * Not needed as long as only hw shaders are supported
4532 */
4533
4534 /* This sets the shader output position correction constants.
4535 * TODO: Move to the viewport state
4536 */
4537 if (useVertexShaderFunction)
4538 {
4539 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4540#if !defined(VBOX_WITH_WDDM) || !defined(DEBUG_leo)
4541 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4542#else
4543 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4544#endif
4545 device->posFixup[3] = device->posFixup[1] * yoffset;
4546 }
4547 }
4548
4549 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4550 * off this function will be called again anyway to make sure they're properly set
4551 */
4552 if(!useVertexShaderFunction) {
4553 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4554 * or transformed / untransformed was switched
4555 */
4556 if(wasrhw != context->last_was_rhw &&
4557 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4558 !isStateDirty(context, STATE_VIEWPORT)) {
4559 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4560 }
4561 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4562 * mode.
4563 *
4564 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4565 * this check will fail and the matrix not applied again. This is OK because a simple
4566 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4567 * needs of the vertex declaration.
4568 *
4569 * World and view matrix go into the same gl matrix, so only apply them when neither is
4570 * dirty
4571 */
4572 if(transformed != wasrhw &&
4573 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4574 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4575 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4576 }
4577
4578 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4579 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4580 }
4581
4582 if(context->last_was_vshader) {
4583 updateFog = TRUE;
4584 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4585 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4586 }
4587 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4588 {
4589 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4590 }
4591 }
4592 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4593 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4594 }
4595 } else {
4596 if(!context->last_was_vshader) {
4597 static BOOL warned = FALSE;
4598 if(!device->vs_clipping) {
4599 /* Disable all clip planes to get defined results on all drivers. See comment in the
4600 * state_clipping state handler
4601 */
4602 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4603 {
4604 glDisable(GL_CLIP_PLANE0 + i);
4605 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4606 }
4607
4608 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4609 FIXME("Clipping not supported with vertex shaders\n");
4610 warned = TRUE;
4611 }
4612 }
4613 if(wasrhw) {
4614 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4615 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4616 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4617 * fixed function vertex processing states back in a sane state before switching to shaders
4618 */
4619 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4620 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4621 }
4622 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4623 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4624 }
4625 }
4626 updateFog = TRUE;
4627
4628 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4629 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4630 * device->vs_clipping is false.
4631 */
4632 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4633 {
4634 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4635 }
4636 }
4637 }
4638
4639 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4640 * application
4641 */
4642 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4643 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4644
4645 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4646 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4647 }
4648 }
4649
4650 context->last_was_vshader = useVertexShaderFunction;
4651
4652 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4653
4654 if(!useVertexShaderFunction) {
4655 int i;
4656 for(i = 0; i < MAX_TEXTURES; i++) {
4657 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4658 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4659 }
4660 }
4661 }
4662}
4663
4664static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4665{
4666 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4667 UINT width, height;
4668 WINED3DVIEWPORT vp = stateblock->viewport;
4669
4670 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4671 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4672
4673 glDepthRange(vp.MinZ, vp.MaxZ);
4674 checkGLcall("glDepthRange");
4675 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4676 */
4677 if (context->render_offscreen)
4678 {
4679 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4680 } else {
4681 target->get_drawable_size(context, &width, &height);
4682
4683 glViewport(vp.X,
4684 (height - (vp.Y + vp.Height)),
4685 vp.Width, vp.Height);
4686 }
4687
4688 checkGLcall("glViewport");
4689}
4690
4691static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4692{
4693 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4694
4695 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4696 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4697
4698 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4699 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4700 }
4701 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4702 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4703 }
4704 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4705 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4706}
4707
4708static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4709{
4710 UINT Index = state - STATE_ACTIVELIGHT(0);
4711 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4712
4713 if(!lightInfo) {
4714 glDisable(GL_LIGHT0 + Index);
4715 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4716 } else {
4717 float quad_att;
4718 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4719
4720 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4721 glMatrixMode(GL_MODELVIEW);
4722 glPushMatrix();
4723 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4724
4725 /* Diffuse: */
4726 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4727 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4728 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4729 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4730 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4731 checkGLcall("glLightfv");
4732
4733 /* Specular */
4734 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4735 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4736 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4737 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4738 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4739 checkGLcall("glLightfv");
4740
4741 /* Ambient */
4742 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4743 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4744 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4745 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4746 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4747 checkGLcall("glLightfv");
4748
4749 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4750 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4751 } else {
4752 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4753 }
4754
4755 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4756 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4757 * Attenuation0 to NaN and crashes in the gl lib
4758 */
4759
4760 switch (lightInfo->OriginalParms.Type) {
4761 case WINED3DLIGHT_POINT:
4762 /* Position */
4763 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4764 checkGLcall("glLightfv");
4765 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4766 checkGLcall("glLightf");
4767 /* Attenuation - Are these right? guessing... */
4768 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4769 checkGLcall("glLightf");
4770 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4771 checkGLcall("glLightf");
4772 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4773 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4774 checkGLcall("glLightf");
4775 /* FIXME: Range */
4776 break;
4777
4778 case WINED3DLIGHT_SPOT:
4779 /* Position */
4780 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4781 checkGLcall("glLightfv");
4782 /* Direction */
4783 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4784 checkGLcall("glLightfv");
4785 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4786 checkGLcall("glLightf");
4787 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4788 checkGLcall("glLightf");
4789 /* Attenuation - Are these right? guessing... */
4790 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4791 checkGLcall("glLightf");
4792 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4793 checkGLcall("glLightf");
4794 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4795 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4796 checkGLcall("glLightf");
4797 /* FIXME: Range */
4798 break;
4799
4800 case WINED3DLIGHT_DIRECTIONAL:
4801 /* Direction */
4802 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4803 checkGLcall("glLightfv");
4804 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4805 checkGLcall("glLightf");
4806 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4807 checkGLcall("glLightf");
4808 break;
4809
4810 default:
4811 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4812 }
4813
4814 /* Restore the modelview matrix */
4815 glPopMatrix();
4816
4817 glEnable(GL_LIGHT0 + Index);
4818 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4819 }
4820}
4821
4822static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4823{
4824 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4825 RECT *pRect = &stateblock->scissorRect;
4826 UINT height;
4827 UINT width;
4828
4829 target->get_drawable_size(context, &width, &height);
4830 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4831 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4832 */
4833 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4834 pRect->right - pRect->left, pRect->bottom - pRect->top);
4835
4836 if (context->render_offscreen)
4837 {
4838 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4839 } else {
4840 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4841 }
4842 checkGLcall("glScissor");
4843}
4844
4845static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4846{
4847 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4848 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4849 } else {
4850 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4851 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4852 }
4853}
4854
4855static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4856{
4857 if (context->render_offscreen)
4858 {
4859 glFrontFace(GL_CCW);
4860 checkGLcall("glFrontFace(GL_CCW)");
4861 } else {
4862 glFrontFace(GL_CW);
4863 checkGLcall("glFrontFace(GL_CW)");
4864 }
4865}
4866
4867const struct StateEntryTemplate misc_state_template[] = {
4868 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4871 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4880 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4881 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4882 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4883 * vshader loadings are untied from each other
4884 */
4885 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4886 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4935
4936 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4937 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4938 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4976 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5013 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5017 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5019 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5023 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5025 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5027 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5029 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5032 /* Samplers */
5033 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5040 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5044 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5045 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5047 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5048 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5049 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5050 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5051 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5052 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5053 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5054};
5055
5056const struct StateEntryTemplate ffp_vertexstate_template[] = {
5057 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5058 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5061 /* Clip planes */
5062 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5094 /* Lights */
5095 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5096 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5097 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5098 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5099 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5100 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5101 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5102 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5103 /* Viewport */
5104 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5105 /* Transform states follow */
5106 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5376 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5377 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5378 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5388 /* Fog */
5389 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5393 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5406 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5409 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5410 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5412 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5413 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5416 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5417 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5418 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5419 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5422
5423 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5424 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5425 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5426 */
5427 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5428 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5429 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5430 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5431 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5432 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5433 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5434 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5435 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5436 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5437 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5438 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5439 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5440 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5441 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5442 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5443 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5444 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5445 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5446 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5447 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5448 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5449 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5450 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5451 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5452};
5453
5454static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5455 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5536 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5538 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5539 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5540 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5541 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5544 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5547 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5548 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5549 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5550 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5551 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5553 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5554};
5555#undef GLINFO_LOCATION
5556
5557/* Context activation is done by the caller. */
5558static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5559
5560static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5561{
5562 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5563 WINED3DTEXOPCAPS_ADDSIGNED |
5564 WINED3DTEXOPCAPS_ADDSIGNED2X |
5565 WINED3DTEXOPCAPS_MODULATE |
5566 WINED3DTEXOPCAPS_MODULATE2X |
5567 WINED3DTEXOPCAPS_MODULATE4X |
5568 WINED3DTEXOPCAPS_SELECTARG1 |
5569 WINED3DTEXOPCAPS_SELECTARG2 |
5570 WINED3DTEXOPCAPS_DISABLE;
5571
5572 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5573 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5574 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5575 {
5576 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5577 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5578 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5579 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5580 WINED3DTEXOPCAPS_LERP |
5581 WINED3DTEXOPCAPS_SUBTRACT;
5582 }
5583 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5584 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5585 {
5586 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5587 WINED3DTEXOPCAPS_MULTIPLYADD |
5588 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5589 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5590 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5591 }
5592 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5593 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5594
5595 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5596 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5597}
5598
5599static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5600static void ffp_fragment_free(IWineD3DDevice *iface) {}
5601static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5602{
5603 if (TRACE_ON(d3d))
5604 {
5605 TRACE("Checking support for fixup:\n");
5606 dump_color_fixup_desc(fixup);
5607 }
5608
5609 /* We only support identity conversions. */
5610 if (is_identity_fixup(fixup))
5611 {
5612 TRACE("[OK]\n");
5613 return TRUE;
5614 }
5615
5616 TRACE("[FAILED]\n");
5617 return FALSE;
5618}
5619
5620const struct fragment_pipeline ffp_fragment_pipeline = {
5621 ffp_enable,
5622 ffp_fragment_get_caps,
5623 ffp_fragment_alloc,
5624 ffp_fragment_free,
5625 ffp_color_fixup_supported,
5626 ffp_fragmentstate_template,
5627 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5628};
5629
5630static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5631{
5632 unsigned int i;
5633 for(i = 0; funcs[i]; i++);
5634 return i;
5635}
5636
5637static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5638{
5639 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5640 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5641}
5642
5643static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5644{
5645 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5646 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5647 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5648}
5649
5650static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5651{
5652 unsigned int start, last, i;
5653
5654 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5655 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5656 for (i = start; i <= last; ++i)
5657 {
5658 state_table[i].representative = 0;
5659 state_table[i].apply = state_undefined;
5660 }
5661
5662 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5663 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5664 for (i = start; i <= last; ++i)
5665 {
5666 state_table[i].representative = 0;
5667 state_table[i].apply = state_undefined;
5668 }
5669
5670 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5671 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5672 for (i = start; i <= last; ++i)
5673 {
5674 state_table[i].representative = 0;
5675 state_table[i].apply = state_undefined;
5676 }
5677}
5678
5679static void validate_state_table(struct StateEntry *state_table)
5680{
5681 static const struct
5682 {
5683 DWORD first;
5684 DWORD last;
5685 }
5686 rs_holes[] =
5687 {
5688 { 1, 1},
5689 { 3, 3},
5690 { 17, 18},
5691 { 21, 21},
5692 { 42, 45},
5693 { 61, 127},
5694 {149, 150},
5695 {169, 169},
5696 {177, 177},
5697 {196, 197},
5698 { 0, 0},
5699 };
5700 static const DWORD simple_states[] =
5701 {
5702 STATE_MATERIAL,
5703 STATE_VDECL,
5704 STATE_STREAMSRC,
5705 STATE_INDEXBUFFER,
5706 STATE_VERTEXSHADERCONSTANT,
5707 STATE_PIXELSHADERCONSTANT,
5708 STATE_VSHADER,
5709 STATE_PIXELSHADER,
5710 STATE_VIEWPORT,
5711 STATE_SCISSORRECT,
5712 STATE_FRONTFACE,
5713 };
5714 unsigned int i, current;
5715
5716 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5717 {
5718 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5719 {
5720 if (!state_table[i].representative)
5721 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5722 }
5723 else if (state_table[i].representative)
5724 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5725
5726 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5727 }
5728
5729 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5730 {
5731 if (!state_table[simple_states[i]].representative)
5732 ERR("State %s (%#x) should have a representative.\n",
5733 debug_d3dstate(simple_states[i]), simple_states[i]);
5734 }
5735
5736 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5737 {
5738 DWORD rep = state_table[i].representative;
5739 if (rep)
5740 {
5741 if (state_table[rep].representative != rep)
5742 {
5743 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5744 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5745 state_table[i].representative = 0;
5746 }
5747
5748 if (rep != i)
5749 {
5750 if (state_table[i].apply)
5751 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5752 }
5753 else if (!state_table[i].apply)
5754 {
5755 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5756 }
5757 }
5758 }
5759}
5760
5761HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5762 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5763 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5764{
5765 unsigned int i, type, handlers;
5766 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5767 const struct StateEntryTemplate *cur;
5768 BOOL set[STATE_HIGHEST + 1];
5769
5770 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5771
5772 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5773 StateTable[i].representative = 0;
5774 StateTable[i].apply = state_undefined;
5775 }
5776
5777 for(type = 0; type < 3; type++) {
5778 /* This switch decides the order in which the states are applied */
5779 switch(type) {
5780 case 0: cur = misc; break;
5781 case 1: cur = fragment->states; break;
5782 case 2: cur = vertex; break;
5783 default: cur = NULL; /* Stupid compiler */
5784 }
5785 if(!cur) continue;
5786
5787 /* GL extension filtering should not prevent multiple handlers being applied from different
5788 * pipeline parts
5789 */
5790 memset(set, 0, sizeof(set));
5791
5792 for(i = 0; cur[i].state; i++) {
5793 APPLYSTATEFUNC *funcs_array;
5794
5795 /* Only use the first matching state with the available extension from one template.
5796 * e.g.
5797 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5798 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5799 *
5800 * if GL_XYZ_fancy is supported, ignore the 2nd line
5801 */
5802 if(set[cur[i].state]) continue;
5803 /* Skip state lines depending on unsupported extensions */
5804 if (!gl_info->supported[cur[i].extension]) continue;
5805 set[cur[i].state] = TRUE;
5806 /* In some cases having an extension means that nothing has to be
5807 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5808 * supported, the texture coordinate fixup can be ignored. If the
5809 * apply function is used, mark the state set(done above) to prevent
5810 * applying later lines, but do not record anything in the state
5811 * table
5812 */
5813 if (!cur[i].content.representative) continue;
5814
5815 handlers = num_handlers(multistate_funcs[cur[i].state]);
5816 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5817 switch(handlers) {
5818 case 0:
5819 StateTable[cur[i].state].apply = cur[i].content.apply;
5820 break;
5821 case 1:
5822 StateTable[cur[i].state].apply = multistate_apply_2;
5823 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5824 0,
5825 sizeof(**dev_multistate_funcs) * 2);
5826 if (!dev_multistate_funcs[cur[i].state]) {
5827 goto out_of_mem;
5828 }
5829
5830 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5831 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5832 break;
5833 case 2:
5834 StateTable[cur[i].state].apply = multistate_apply_3;
5835 funcs_array = HeapReAlloc(GetProcessHeap(),
5836 0,
5837 dev_multistate_funcs[cur[i].state],
5838 sizeof(**dev_multistate_funcs) * 3);
5839 if (!funcs_array) {
5840 goto out_of_mem;
5841 }
5842
5843 dev_multistate_funcs[cur[i].state] = funcs_array;
5844 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5845 break;
5846 default:
5847 ERR("Unexpected amount of state handlers for state %u: %u\n",
5848 cur[i].state, handlers + 1);
5849 }
5850
5851 if(StateTable[cur[i].state].representative &&
5852 StateTable[cur[i].state].representative != cur[i].content.representative) {
5853 FIXME("State %u has different representatives in different pipeline parts\n",
5854 cur[i].state);
5855 }
5856 StateTable[cur[i].state].representative = cur[i].content.representative;
5857 }
5858 }
5859
5860 prune_invalid_states(StateTable, gl_info);
5861 validate_state_table(StateTable);
5862
5863 return WINED3D_OK;
5864
5865out_of_mem:
5866 for (i = 0; i <= STATE_HIGHEST; ++i) {
5867 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5868 }
5869
5870 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5871
5872 return E_OUTOFMEMORY;
5873}
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