2 * Direct3D state management
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
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.
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.
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
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
44 static void state_nogl(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
49 if(STATE_IS_RENDER(state
)) {
50 WINED3DRENDERSTATETYPE RenderState
= state
- STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState
), stateblock
->renderState
[RenderState
]);
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state
);
58 static void state_undefined(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
60 ERR("Undefined state.\n");
63 static void state_fillmode(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
65 WINED3DFILLMODE Value
= stateblock
->renderState
[WINED3DRS_FILLMODE
];
68 case WINED3DFILL_POINT
:
69 glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
72 case WINED3DFILL_WIREFRAME
:
73 glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
76 case WINED3DFILL_SOLID
:
77 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value
);
85 static void state_lighting(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
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
93 if(isStateDirty(context
, STATE_VDECL
)) {
97 if (stateblock
->renderState
[WINED3DRS_LIGHTING
]
98 && !stateblock
->device
->strided_streams
.position_transformed
)
100 glEnable(GL_LIGHTING
);
101 checkGLcall("glEnable GL_LIGHTING");
103 glDisable(GL_LIGHTING
);
104 checkGLcall("glDisable GL_LIGHTING");
108 static void state_zenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
110 /* No z test without depth stencil buffers */
111 if (!stateblock
->device
->stencilBufferTarget
)
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");
119 switch ((WINED3DZBUFFERTYPE
) stateblock
->renderState
[WINED3DRS_ZENABLE
]) {
120 case WINED3DZB_FALSE
:
121 glDisable(GL_DEPTH_TEST
);
122 checkGLcall("glDisable GL_DEPTH_TEST");
125 glEnable(GL_DEPTH_TEST
);
126 checkGLcall("glEnable GL_DEPTH_TEST");
129 glEnable(GL_DEPTH_TEST
);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock
->renderState
[WINED3DRS_ZENABLE
]);
138 static void state_cullmode(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
143 switch ((WINED3DCULL
) stateblock
->renderState
[WINED3DRS_CULLMODE
]) {
144 case WINED3DCULL_NONE
:
145 glDisable(GL_CULL_FACE
);
146 checkGLcall("glDisable GL_CULL_FACE");
149 glEnable(GL_CULL_FACE
);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT
);
152 checkGLcall("glCullFace(GL_FRONT)");
154 case WINED3DCULL_CCW
:
155 glEnable(GL_CULL_FACE
);
156 checkGLcall("glEnable GL_CULL_FACE");
158 checkGLcall("glCullFace(GL_BACK)");
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock
->renderState
[WINED3DRS_CULLMODE
]);
165 static void state_shademode(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
167 switch ((WINED3DSHADEMODE
) stateblock
->renderState
[WINED3DRS_SHADEMODE
]) {
168 case WINED3DSHADE_FLAT
:
169 glShadeModel(GL_FLAT
);
170 checkGLcall("glShadeModel(GL_FLAT)");
172 case WINED3DSHADE_GOURAUD
:
173 glShadeModel(GL_SMOOTH
);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
176 case WINED3DSHADE_PHONG
:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock
->renderState
[WINED3DRS_SHADEMODE
]);
184 static void state_ditherenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
186 if (stateblock
->renderState
[WINED3DRS_DITHERENABLE
]) {
188 checkGLcall("glEnable GL_DITHER");
190 glDisable(GL_DITHER
);
191 checkGLcall("glDisable GL_DITHER");
195 static void state_zwritenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
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
200 if (stateblock
->renderState
[WINED3DRS_ZWRITEENABLE
]) {
202 checkGLcall("glDepthMask(1)");
205 checkGLcall("glDepthMask(0)");
209 static void state_zfunc(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
211 int glParm
= CompareFunc(stateblock
->renderState
[WINED3DRS_ZFUNC
]);
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
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
229 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
236 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_AMBIENT
], col
);
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");
243 static void state_blend(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
245 IWineD3DSurfaceImpl
*target
= (IWineD3DSurfaceImpl
*)stateblock
->device
->render_targets
[0];
246 int srcBlend
= GL_ZERO
;
247 int dstBlend
= GL_ZERO
;
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
]) {
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
))
260 checkGLcall("glDisable GL_BLEND");
264 checkGLcall("glEnable GL_BLEND");
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
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;
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
288 case WINED3DBLEND_DESTALPHA
:
289 dstBlend
= target
->resource
.format_desc
->alpha_mask
? GL_DST_ALPHA
: GL_ONE
;
291 case WINED3DBLEND_INVDESTALPHA
:
292 dstBlend
= target
->resource
.format_desc
->alpha_mask
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
295 case WINED3DBLEND_SRCALPHASAT
:
296 dstBlend
= GL_SRC_ALPHA_SATURATE
;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
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
303 case WINED3DBLEND_BOTHSRCALPHA
: dstBlend
= GL_SRC_ALPHA
;
304 srcBlend
= GL_SRC_ALPHA
;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
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");
313 case WINED3DBLEND_BLENDFACTOR
: dstBlend
= GL_CONSTANT_COLOR
; break;
314 case WINED3DBLEND_INVBLENDFACTOR
: dstBlend
= GL_ONE_MINUS_CONSTANT_COLOR
; break;
316 FIXME("Unrecognized dst blend value %d\n", stateblock
->renderState
[WINED3DRS_DESTBLEND
]);
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;
330 case WINED3DBLEND_DESTALPHA
:
331 srcBlend
= target
->resource
.format_desc
->alpha_mask
? GL_DST_ALPHA
: GL_ONE
;
333 case WINED3DBLEND_INVDESTALPHA
:
334 srcBlend
= target
->resource
.format_desc
->alpha_mask
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
337 case WINED3DBLEND_BOTHSRCALPHA
: srcBlend
= GL_SRC_ALPHA
;
338 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
341 case WINED3DBLEND_BOTHINVSRCALPHA
: srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
342 dstBlend
= GL_SRC_ALPHA
;
345 case WINED3DBLEND_BLENDFACTOR
: srcBlend
= GL_CONSTANT_COLOR
; break;
346 case WINED3DBLEND_INVBLENDFACTOR
: srcBlend
= GL_ONE_MINUS_CONSTANT_COLOR
; break;
348 FIXME("Unrecognized src blend value %d\n", stateblock
->renderState
[WINED3DRS_SRCBLEND
]);
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");
358 if(dstBlend
!= GL_ONE_MINUS_SRC_ALPHA
&& dstBlend
!= GL_ONE
) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
362 glDisable(GL_LINE_SMOOTH
);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
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
);
371 if(stateblock
->renderState
[WINED3DRS_SEPARATEALPHABLENDENABLE
]) {
372 int srcBlendAlpha
= GL_ZERO
;
373 int dstBlendAlpha
= GL_ZERO
;
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
])
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
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");
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
400 case WINED3DBLEND_BOTHSRCALPHA
:
401 dstBlendAlpha
= GL_SRC_ALPHA
;
402 srcBlendAlpha
= GL_SRC_ALPHA
;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
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");
410 case WINED3DBLEND_BLENDFACTOR
: dstBlendAlpha
= GL_CONSTANT_COLOR
; break;
411 case WINED3DBLEND_INVBLENDFACTOR
: dstBlendAlpha
= GL_ONE_MINUS_CONSTANT_COLOR
; break;
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock
->renderState
[WINED3DRS_DESTBLENDALPHA
]);
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
;
432 case WINED3DBLEND_BOTHINVSRCALPHA
:
433 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
434 dstBlendAlpha
= GL_SRC_ALPHA
;
436 case WINED3DBLEND_BLENDFACTOR
: srcBlendAlpha
= GL_CONSTANT_COLOR
; break;
437 case WINED3DBLEND_INVBLENDFACTOR
: srcBlendAlpha
= GL_ONE_MINUS_CONSTANT_COLOR
; break;
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock
->renderState
[WINED3DRS_SRCBLENDALPHA
]);
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
443 checkGLcall("glBlendFuncSeparateEXT");
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
446 glBlendFunc(srcBlend
, dstBlend
);
447 checkGLcall("glBlendFunc");
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
])
454 const struct StateEntry
*StateTable
= stateblock
->device
->StateTable
;
455 StateTable
[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), stateblock
, context
);
459 static void state_blendfactor_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
461 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
464 static void state_blendfactor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
468 TRACE("Setting BlendFactor to %d\n", stateblock
->renderState
[WINED3DRS_BLENDFACTOR
]);
469 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_BLENDFACTOR
], col
);
470 GL_EXTCALL(glBlendColorEXT (col
[0],col
[1],col
[2],col
[3]));
471 checkGLcall("glBlendColor");
474 static void state_alpha(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
478 BOOL enable_ckey
= FALSE
;
480 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
482 /* Find out if the texture on the first stage has a ckey set
483 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486 * in case it finds some texture+colorkeyenable combination which needs extra care.
488 if (stateblock
->textures
[0])
490 UINT texture_dimensions
= IWineD3DBaseTexture_GetTextureDimensions(stateblock
->textures
[0]);
492 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
494 IWineD3DSurfaceImpl
*surf
;
496 surf
= (IWineD3DSurfaceImpl
*) ((IWineD3DTextureImpl
*)stateblock
->textures
[0])->surfaces
[0];
498 if (surf
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
500 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
501 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
502 * surface has alpha bits */
503 if (!surf
->resource
.format_desc
->alpha_mask
) enable_ckey
= TRUE
;
508 if (enable_ckey
|| context
->last_was_ckey
)
510 const struct StateEntry
*StateTable
= stateblock
->device
->StateTable
;
511 StateTable
[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), stateblock
, context
);
513 context
->last_was_ckey
= enable_ckey
;
515 if (stateblock
->renderState
[WINED3DRS_ALPHATESTENABLE
] ||
516 (stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
] && enable_ckey
)) {
517 glEnable(GL_ALPHA_TEST
);
518 checkGLcall("glEnable GL_ALPHA_TEST");
520 glDisable(GL_ALPHA_TEST
);
521 checkGLcall("glDisable GL_ALPHA_TEST");
522 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
528 if(stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
] && enable_ckey
) {
529 glParm
= GL_NOTEQUAL
;
532 ref
= ((float) stateblock
->renderState
[WINED3DRS_ALPHAREF
]) / 255.0f
;
533 glParm
= CompareFunc(stateblock
->renderState
[WINED3DRS_ALPHAFUNC
]);
536 glAlphaFunc(glParm
, ref
);
537 checkGLcall("glAlphaFunc");
541 static void state_clipping(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
543 DWORD enable
= 0xFFFFFFFF;
544 DWORD disable
= 0x00000000;
546 if (!stateblock
->device
->vs_clipping
&& use_vs(stateblock
))
548 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
549 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
550 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
551 * of that - don't do anything here and keep them disabled
553 if(stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
]) {
554 static BOOL warned
= FALSE
;
556 FIXME("Clipping not supported with vertex shaders\n");
563 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
564 * of already set values
567 /* If enabling / disabling all
568 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
570 if (stateblock
->renderState
[WINED3DRS_CLIPPING
]) {
571 enable
= stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
572 disable
= ~stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
573 if (context
->gl_info
->supported
[ARB_DEPTH_CLAMP
])
575 glDisable(GL_DEPTH_CLAMP
);
576 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
579 disable
= 0xffffffff;
581 if (context
->gl_info
->supported
[ARB_DEPTH_CLAMP
])
583 glEnable(GL_DEPTH_CLAMP
);
584 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
588 if (enable
& WINED3DCLIPPLANE0
) { glEnable(GL_CLIP_PLANE0
); checkGLcall("glEnable(clip plane 0)"); }
589 if (enable
& WINED3DCLIPPLANE1
) { glEnable(GL_CLIP_PLANE1
); checkGLcall("glEnable(clip plane 1)"); }
590 if (enable
& WINED3DCLIPPLANE2
) { glEnable(GL_CLIP_PLANE2
); checkGLcall("glEnable(clip plane 2)"); }
591 if (enable
& WINED3DCLIPPLANE3
) { glEnable(GL_CLIP_PLANE3
); checkGLcall("glEnable(clip plane 3)"); }
592 if (enable
& WINED3DCLIPPLANE4
) { glEnable(GL_CLIP_PLANE4
); checkGLcall("glEnable(clip plane 4)"); }
593 if (enable
& WINED3DCLIPPLANE5
) { glEnable(GL_CLIP_PLANE5
); checkGLcall("glEnable(clip plane 5)"); }
595 if (disable
& WINED3DCLIPPLANE0
) { glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)"); }
596 if (disable
& WINED3DCLIPPLANE1
) { glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)"); }
597 if (disable
& WINED3DCLIPPLANE2
) { glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)"); }
598 if (disable
& WINED3DCLIPPLANE3
) { glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)"); }
599 if (disable
& WINED3DCLIPPLANE4
) { glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)"); }
600 if (disable
& WINED3DCLIPPLANE5
) { glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)"); }
602 /** update clipping status */
604 stateblock
->clip_status
.ClipUnion
= 0;
605 stateblock
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
607 stateblock
->clip_status
.ClipUnion
= 0;
608 stateblock
->clip_status
.ClipIntersection
= 0;
612 static void state_blendop_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
614 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
617 static void state_blendop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
619 int blendEquation
= GL_FUNC_ADD
;
620 int blendEquationAlpha
= GL_FUNC_ADD
;
622 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
623 if (stateblock
->renderState
[WINED3DRS_BLENDOPALPHA
]
624 && !context
->gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
626 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
630 switch ((WINED3DBLENDOP
) stateblock
->renderState
[WINED3DRS_BLENDOP
]) {
631 case WINED3DBLENDOP_ADD
: blendEquation
= GL_FUNC_ADD
; break;
632 case WINED3DBLENDOP_SUBTRACT
: blendEquation
= GL_FUNC_SUBTRACT
; break;
633 case WINED3DBLENDOP_REVSUBTRACT
: blendEquation
= GL_FUNC_REVERSE_SUBTRACT
; break;
634 case WINED3DBLENDOP_MIN
: blendEquation
= GL_MIN
; break;
635 case WINED3DBLENDOP_MAX
: blendEquation
= GL_MAX
; break;
637 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock
->renderState
[WINED3DRS_BLENDOP
]);
640 switch ((WINED3DBLENDOP
) stateblock
->renderState
[WINED3DRS_BLENDOPALPHA
]) {
641 case WINED3DBLENDOP_ADD
: blendEquationAlpha
= GL_FUNC_ADD
; break;
642 case WINED3DBLENDOP_SUBTRACT
: blendEquationAlpha
= GL_FUNC_SUBTRACT
; break;
643 case WINED3DBLENDOP_REVSUBTRACT
: blendEquationAlpha
= GL_FUNC_REVERSE_SUBTRACT
; break;
644 case WINED3DBLENDOP_MIN
: blendEquationAlpha
= GL_MIN
; break;
645 case WINED3DBLENDOP_MAX
: blendEquationAlpha
= GL_MAX
; break;
647 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock
->renderState
[WINED3DRS_BLENDOPALPHA
]);
650 if(stateblock
->renderState
[WINED3DRS_SEPARATEALPHABLENDENABLE
]) {
651 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation
, blendEquationAlpha
);
652 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation
, blendEquationAlpha
));
653 checkGLcall("glBlendEquationSeparateEXT");
655 TRACE("glBlendEquation(%x)\n", blendEquation
);
656 GL_EXTCALL(glBlendEquationEXT(blendEquation
));
657 checkGLcall("glBlendEquation");
661 static void state_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
663 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
664 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
665 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
666 * specular color. This is wrong:
667 * Separate specular color means the specular colour is maintained separately, whereas
668 * single color means it is merged in. However in both cases they are being used to
670 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
671 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
675 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
676 * Instead, we need to setup the FinalCombiner properly.
678 * The default setup for the FinalCombiner is:
680 * <variable> <input> <mapping> <usage>
681 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
682 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
683 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
684 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
685 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
686 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
687 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
689 * That's pretty much fine as it is, except for variable B, which needs to take
690 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
691 * whether WINED3DRS_SPECULARENABLE is enabled or not.
694 TRACE("Setting specular enable state and materials\n");
695 if (stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
696 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float*) &stateblock
->material
.Specular
);
697 checkGLcall("glMaterialfv");
699 if (stateblock
->material
.Power
> gl_info
->limits
.shininess
)
701 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
702 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
703 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
704 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
705 * them, it should be safe to do so without major visual distortions.
707 WARN("Material power = %f, limit %f\n", stateblock
->material
.Power
, gl_info
->limits
.shininess
);
708 glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
710 glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, stateblock
->material
.Power
);
712 checkGLcall("glMaterialf(GL_SHININESS)");
714 if (context
->gl_info
->supported
[EXT_SECONDARY_COLOR
])
716 glEnable(GL_COLOR_SUM_EXT
);
720 TRACE("Specular colors cannot be enabled in this version of opengl\n");
722 checkGLcall("glEnable(GL_COLOR_SUM)");
724 if (context
->gl_info
->supported
[NV_REGISTER_COMBINERS
])
726 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
727 checkGLcall("glFinalCombinerInputNV()");
730 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
732 /* for the case of enabled lighting: */
733 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
734 checkGLcall("glMaterialfv");
736 /* for the case of disabled lighting: */
737 if (context
->gl_info
->supported
[EXT_SECONDARY_COLOR
])
739 glDisable(GL_COLOR_SUM_EXT
);
743 TRACE("Specular colors cannot be disabled in this version of opengl\n");
745 checkGLcall("glDisable(GL_COLOR_SUM)");
747 if (context
->gl_info
->supported
[NV_REGISTER_COMBINERS
])
749 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
750 checkGLcall("glFinalCombinerInputNV()");
754 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock
->device
,
755 stateblock
->material
.Diffuse
.r
, stateblock
->material
.Diffuse
.g
,
756 stateblock
->material
.Diffuse
.b
, stateblock
->material
.Diffuse
.a
);
757 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock
->device
,
758 stateblock
->material
.Ambient
.r
, stateblock
->material
.Ambient
.g
,
759 stateblock
->material
.Ambient
.b
, stateblock
->material
.Ambient
.a
);
760 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock
->device
,
761 stateblock
->material
.Specular
.r
, stateblock
->material
.Specular
.g
,
762 stateblock
->material
.Specular
.b
, stateblock
->material
.Specular
.a
);
763 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock
->device
,
764 stateblock
->material
.Emissive
.r
, stateblock
->material
.Emissive
.g
,
765 stateblock
->material
.Emissive
.b
, stateblock
->material
.Emissive
.a
);
767 glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float*) &stateblock
->material
.Ambient
);
768 checkGLcall("glMaterialfv(GL_AMBIENT)");
769 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float*) &stateblock
->material
.Diffuse
);
770 checkGLcall("glMaterialfv(GL_DIFFUSE)");
771 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float*) &stateblock
->material
.Emissive
);
772 checkGLcall("glMaterialfv(GL_EMISSION)");
775 static void state_texfactor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
779 /* Note the texture color applies to all textures whereas
780 * GL_TEXTURE_ENV_COLOR applies to active only
783 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
785 /* And now the default texture color as well */
786 for (i
= 0; i
< context
->gl_info
->limits
.texture_stages
; ++i
)
788 /* Note the WINED3DRS value applies to all textures, but GL has one
789 * per texture, so apply it now ready to be used!
791 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
792 checkGLcall("glActiveTextureARB");
794 glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &col
[0]);
795 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
799 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
800 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
802 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
803 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
804 GL_EXTCALL(glActiveStencilFaceEXT(face
));
805 checkGLcall("glActiveStencilFaceEXT(...)");
806 glStencilFunc(func
, ref
, mask
);
807 checkGLcall("glStencilFunc(...)");
808 glStencilOp(stencilFail
, depthFail
, stencilPass
);
809 checkGLcall("glStencilOp(...)");
812 static void state_stencil(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
814 DWORD onesided_enable
= FALSE
;
815 DWORD twosided_enable
= FALSE
;
816 GLint func
= GL_ALWAYS
;
817 GLint func_ccw
= GL_ALWAYS
;
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
;
827 /* No stencil test without a stencil buffer. */
828 if (!stateblock
->device
->stencilBufferTarget
)
830 glDisable(GL_STENCIL_TEST
);
831 checkGLcall("glDisable GL_STENCIL_TEST");
835 onesided_enable
= stateblock
->renderState
[WINED3DRS_STENCILENABLE
];
836 twosided_enable
= stateblock
->renderState
[WINED3DRS_TWOSIDEDSTENCILMODE
];
837 if( !( func
= CompareFunc(stateblock
->renderState
[WINED3DRS_STENCILFUNC
]) ) )
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
]);
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
);
857 if (twosided_enable
&& onesided_enable
) {
858 glEnable(GL_STENCIL_TEST
);
859 checkGLcall("glEnable GL_STENCIL_TEST");
861 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
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
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
);
874 else if (context
->gl_info
->supported
[ATI_SEPARATE_STENCIL
])
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, ...)");
883 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
886 else if(onesided_enable
)
888 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
890 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
891 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
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
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(...)");
904 glDisable(GL_STENCIL_TEST
);
905 checkGLcall("glDisable GL_STENCIL_TEST");
909 static void state_stencilwrite2s(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
911 DWORD mask
= stateblock
->device
->stencilBufferTarget
? stateblock
->renderState
[WINED3DRS_STENCILWRITEMASK
] : 0;
913 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
914 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
916 checkGLcall("glStencilMask");
917 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
918 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
922 static void state_stencilwrite(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
924 DWORD mask
= stateblock
->device
->stencilBufferTarget
? stateblock
->renderState
[WINED3DRS_STENCILWRITEMASK
] : 0;
927 checkGLcall("glStencilMask");
930 static void state_fog_vertexpart(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
933 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
935 if (!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
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
;
948 /* Otherwise use per-vertex fog in any case */
949 glHint(GL_FOG_HINT
, GL_FASTEST
);
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
;
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
;
968 void state_fogstartend(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
970 float fogstart
, fogend
;
976 switch(context
->fog_source
) {
982 case FOGSOURCE_COORD
:
988 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_FOGSTART
];
989 fogstart
= tmpvalue
.f
;
990 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_FOGEND
];
992 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
993 if(fogstart
== fogend
) {
994 fogstart
= -1.0f
/ 0.0f
;
1000 /* This should not happen.context->fog_source is set in wined3d, not the app.
1001 * Still this is needed to make the compiler happy
1003 ERR("Unexpected fog coordinate source\n");
1008 glFogf(GL_FOG_START
, fogstart
);
1009 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1010 TRACE("Fog Start == %f\n", fogstart
);
1012 glFogf(GL_FOG_END
, fogend
);
1013 checkGLcall("glFogf(GL_FOG_END, fogend)");
1014 TRACE("Fog End == %f\n", fogend
);
1017 void state_fog_fragpart(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1019 enum fogsource new_source
;
1021 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
1023 if (!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) {
1024 /* No fog? Disable it, and we're done :-) */
1025 glDisableWINE(GL_FOG
);
1026 checkGLcall("glDisable GL_FOG");
1032 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1033 * It can use the Z value of the vertex, or the alpha component of the specular color.
1034 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1035 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1036 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 * FOGTABLEMODE != NONE:
1039 * The Z value is used, with the equation specified, no matter what vertex type.
1041 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1042 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1046 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1049 * Rules for vertex fog with shaders:
1051 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1052 * the fog computation to happen during transformation while openGL expects it to happen
1053 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1054 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1055 * To solve this problem, WineD3D does:
1056 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1058 * and 2) disables the fog computation (in either the fixed function or programmable
1059 * rasterizer) if using a vertex program.
1061 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1062 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1063 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1064 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1065 * There are some GL differences between specular fog coords and vertex shaders though.
1067 * With table fog the vertex shader fog coordinate is ignored.
1069 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1073 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1074 * the system will apply only pixel(=table) fog effects."
1076 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
1077 if(use_vs(stateblock
)) {
1078 glFogi(GL_FOG_MODE
, GL_LINEAR
);
1079 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1080 new_source
= FOGSOURCE_VS
;
1082 switch (stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
]) {
1083 /* If processed vertices are used, fall through to the NONE case */
1084 case WINED3DFOG_EXP
:
1085 if(!context
->last_was_rhw
) {
1086 glFogi(GL_FOG_MODE
, GL_EXP
);
1087 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1088 new_source
= FOGSOURCE_FFP
;
1093 case WINED3DFOG_EXP2
:
1094 if(!context
->last_was_rhw
) {
1095 glFogi(GL_FOG_MODE
, GL_EXP2
);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1097 new_source
= FOGSOURCE_FFP
;
1102 case WINED3DFOG_LINEAR
:
1103 if(!context
->last_was_rhw
) {
1104 glFogi(GL_FOG_MODE
, GL_LINEAR
);
1105 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1106 new_source
= FOGSOURCE_FFP
;
1111 case WINED3DFOG_NONE
:
1112 /* Both are none? According to msdn the alpha channel of the specular
1113 * color contains a fog factor. Set it in drawStridedSlow.
1114 * Same happens with Vertexfog on transformed vertices
1116 new_source
= FOGSOURCE_COORD
;
1117 glFogi(GL_FOG_MODE
, GL_LINEAR
);
1118 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1122 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
]);
1123 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1127 new_source
= FOGSOURCE_FFP
;
1129 switch (stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
]) {
1130 case WINED3DFOG_EXP
:
1131 glFogi(GL_FOG_MODE
, GL_EXP
);
1132 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1135 case WINED3DFOG_EXP2
:
1136 glFogi(GL_FOG_MODE
, GL_EXP2
);
1137 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1140 case WINED3DFOG_LINEAR
:
1141 glFogi(GL_FOG_MODE
, GL_LINEAR
);
1142 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1145 case WINED3DFOG_NONE
: /* Won't happen */
1147 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
]);
1151 glEnableWINE(GL_FOG
);
1152 checkGLcall("glEnable GL_FOG");
1153 if(new_source
!= context
->fog_source
) {
1154 context
->fog_source
= new_source
;
1155 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
1159 static void state_rangefog_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1161 if(stateblock
->renderState
[WINED3DRS_RANGEFOGENABLE
]) {
1162 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1166 static void state_rangefog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1168 if(stateblock
->renderState
[WINED3DRS_RANGEFOGENABLE
]) {
1169 glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1170 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1172 glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1173 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1177 void state_fogcolor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1180 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_FOGCOLOR
], col
);
1181 glFogfv(GL_FOG_COLOR
, &col
[0]);
1182 checkGLcall("glFog GL_FOG_COLOR");
1185 void state_fogdensity(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1191 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_FOGDENSITY
];
1192 glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1193 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1196 static void state_colormat(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1198 IWineD3DDeviceImpl
*device
= stateblock
->device
;
1201 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1202 * The vertex declaration will call this function if the fixed function pipeline is used.
1205 if(isStateDirty(context
, STATE_VDECL
)) {
1209 context
->num_untracked_materials
= 0;
1210 if ((device
->strided_streams
.use_map
& (1 << WINED3D_FFP_DIFFUSE
))
1211 && stateblock
->renderState
[WINED3DRS_COLORVERTEX
])
1213 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1214 stateblock
->renderState
[WINED3DRS_DIFFUSEMATERIALSOURCE
],
1215 stateblock
->renderState
[WINED3DRS_AMBIENTMATERIALSOURCE
],
1216 stateblock
->renderState
[WINED3DRS_EMISSIVEMATERIALSOURCE
],
1217 stateblock
->renderState
[WINED3DRS_SPECULARMATERIALSOURCE
]);
1219 if (stateblock
->renderState
[WINED3DRS_DIFFUSEMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1220 if (stateblock
->renderState
[WINED3DRS_AMBIENTMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1221 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1225 if(stateblock
->renderState
[WINED3DRS_EMISSIVEMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1226 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1227 context
->num_untracked_materials
++;
1229 if(stateblock
->renderState
[WINED3DRS_SPECULARMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1230 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1231 context
->num_untracked_materials
++;
1233 } else if (stateblock
->renderState
[WINED3DRS_AMBIENTMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1235 if(stateblock
->renderState
[WINED3DRS_EMISSIVEMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1236 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1237 context
->num_untracked_materials
++;
1239 if(stateblock
->renderState
[WINED3DRS_SPECULARMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1240 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1241 context
->num_untracked_materials
++;
1243 } else if (stateblock
->renderState
[WINED3DRS_EMISSIVEMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1245 if(stateblock
->renderState
[WINED3DRS_SPECULARMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1246 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1247 context
->num_untracked_materials
++;
1249 } else if (stateblock
->renderState
[WINED3DRS_SPECULARMATERIALSOURCE
] == WINED3DMCS_COLOR1
) {
1254 /* Nothing changed, return. */
1255 if (Parm
== context
->tracking_parm
) return;
1258 glDisable(GL_COLOR_MATERIAL
);
1259 checkGLcall("glDisable GL_COLOR_MATERIAL");
1261 glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1262 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1263 glEnable(GL_COLOR_MATERIAL
);
1264 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1267 /* Apparently calls to glMaterialfv are ignored for properties we're
1268 * tracking with glColorMaterial, so apply those here. */
1269 switch (context
->tracking_parm
) {
1270 case GL_AMBIENT_AND_DIFFUSE
:
1271 glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float*)&device
->updateStateBlock
->material
.Ambient
);
1272 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float*)&device
->updateStateBlock
->material
.Diffuse
);
1273 checkGLcall("glMaterialfv");
1277 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float*)&device
->updateStateBlock
->material
.Diffuse
);
1278 checkGLcall("glMaterialfv");
1282 glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float*)&device
->updateStateBlock
->material
.Ambient
);
1283 checkGLcall("glMaterialfv");
1287 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float*)&device
->updateStateBlock
->material
.Emissive
);
1288 checkGLcall("glMaterialfv");
1292 /* Only change material color if specular is enabled, otherwise it is set to black */
1293 if (device
->stateBlock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
1294 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float*)&device
->updateStateBlock
->material
.Specular
);
1295 checkGLcall("glMaterialfv");
1297 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1298 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1299 checkGLcall("glMaterialfv");
1304 context
->tracking_parm
= Parm
;
1307 static void state_linepattern(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1311 WINED3DLINEPATTERN lp
;
1313 tmppattern
.d
= stateblock
->renderState
[WINED3DRS_LINEPATTERN
];
1315 TRACE("Line pattern: repeat %d bits %x\n", tmppattern
.lp
.wRepeatFactor
, tmppattern
.lp
.wLinePattern
);
1317 if (tmppattern
.lp
.wRepeatFactor
) {
1318 glLineStipple(tmppattern
.lp
.wRepeatFactor
, tmppattern
.lp
.wLinePattern
);
1319 checkGLcall("glLineStipple(repeat, linepattern)");
1320 glEnable(GL_LINE_STIPPLE
);
1321 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1323 glDisable(GL_LINE_STIPPLE
);
1324 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1328 static void state_zbias(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1335 if (stateblock
->renderState
[WINED3DRS_ZBIAS
]) {
1336 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_ZBIAS
];
1337 TRACE("ZBias value %f\n", tmpvalue
.f
);
1338 glPolygonOffset(0, -tmpvalue
.f
);
1339 checkGLcall("glPolygonOffset(0, -Value)");
1340 glEnable(GL_POLYGON_OFFSET_FILL
);
1341 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1342 glEnable(GL_POLYGON_OFFSET_LINE
);
1343 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1344 glEnable(GL_POLYGON_OFFSET_POINT
);
1345 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1347 glDisable(GL_POLYGON_OFFSET_FILL
);
1348 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1349 glDisable(GL_POLYGON_OFFSET_LINE
);
1350 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1351 glDisable(GL_POLYGON_OFFSET_POINT
);
1352 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1357 static void state_normalize(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1359 if(isStateDirty(context
, STATE_VDECL
)) {
1362 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1363 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1364 * by zero and is not properly defined in opengl, so avoid it
1366 if (stateblock
->renderState
[WINED3DRS_NORMALIZENORMALS
]
1367 && (stateblock
->device
->strided_streams
.use_map
& (1 << WINED3D_FFP_NORMAL
)))
1369 glEnable(GL_NORMALIZE
);
1370 checkGLcall("glEnable(GL_NORMALIZE);");
1372 glDisable(GL_NORMALIZE
);
1373 checkGLcall("glDisable(GL_NORMALIZE);");
1377 static void state_psizemin_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1384 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE_MIN
];
1385 if (tmpvalue
.f
!= 1.0f
)
1387 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue
.f
);
1389 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE_MAX
];
1390 if (tmpvalue
.f
!= 64.0f
)
1392 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue
.f
);
1397 static void state_psizemin_ext(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1404 min
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE_MIN
];
1405 max
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE_MAX
];
1407 /* Max point size trumps min point size */
1412 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
.f
);
1413 checkGLcall("glPointParameterfEXT(...)");
1414 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
.f
);
1415 checkGLcall("glPointParameterfEXT(...)");
1418 static void state_psizemin_arb(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1425 min
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE_MIN
];
1426 max
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE_MAX
];
1428 /* Max point size trumps min point size */
1433 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
.f
);
1434 checkGLcall("glPointParameterfARB(...)");
1435 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
.f
);
1436 checkGLcall("glPointParameterfARB(...)");
1439 static void state_pscale(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1441 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1442 /* TODO: Group this with the viewport */
1444 * POINTSCALEENABLE controls how point size value is treated. If set to
1445 * true, the point size is scaled with respect to height of viewport.
1446 * When set to false point size is in pixels.
1449 /* Default values */
1450 GLfloat att
[3] = {1.0f
, 0.0f
, 0.0f
};
1454 } pointSize
, A
, B
, C
;
1456 pointSize
.d
= stateblock
->renderState
[WINED3DRS_POINTSIZE
];
1457 A
.d
= stateblock
->renderState
[WINED3DRS_POINTSCALE_A
];
1458 B
.d
= stateblock
->renderState
[WINED3DRS_POINTSCALE_B
];
1459 C
.d
= stateblock
->renderState
[WINED3DRS_POINTSCALE_C
];
1461 if(stateblock
->renderState
[WINED3DRS_POINTSCALEENABLE
]) {
1462 GLfloat scaleFactor
;
1463 float h
= stateblock
->viewport
.Height
;
1465 if (pointSize
.f
< gl_info
->limits
.pointsize_min
)
1467 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1468 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1469 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1470 * are less than 1.0f. scale_factor = 1.0f / point_size.
1472 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_min
;
1473 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1474 * is 1.0, but then accepts points below that and draws too small points
1476 pointSize
.f
= gl_info
->limits
.pointsize_min
;
1478 else if(pointSize
.f
> gl_info
->limits
.pointsize_max
)
1480 /* gl already scales the input to glPointSize,
1481 * d3d scales the result after the point size scale.
1482 * If the point size is bigger than the max size, use the
1483 * scaling to scale it bigger, and set the gl point size to max
1485 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_max
;
1486 TRACE("scale: %f\n", scaleFactor
);
1487 pointSize
.f
= gl_info
->limits
.pointsize_max
;
1491 scaleFactor
= pow(h
* scaleFactor
, 2);
1493 att
[0] = A
.f
/ scaleFactor
;
1494 att
[1] = B
.f
/ scaleFactor
;
1495 att
[2] = C
.f
/ scaleFactor
;
1498 if (context
->gl_info
->supported
[ARB_POINT_PARAMETERS
])
1500 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1501 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1503 else if (context
->gl_info
->supported
[EXT_POINT_PARAMETERS
])
1505 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1506 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1507 } else if(stateblock
->renderState
[WINED3DRS_POINTSCALEENABLE
]) {
1508 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1511 glPointSize(pointSize
.f
);
1512 checkGLcall("glPointSize(...);");
1515 static void state_debug_monitor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1517 WARN("token: %#x\n", stateblock
->renderState
[WINED3DRS_DEBUGMONITORTOKEN
]);
1520 static void state_colorwrite(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1522 DWORD Value
= stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE
];
1524 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1525 Value
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1526 Value
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1527 Value
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1528 Value
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1529 glColorMask(Value
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1530 Value
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1531 Value
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1532 Value
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1533 checkGLcall("glColorMask(...)");
1535 /* depends on WINED3DRS_COLORWRITEENABLE. */
1536 if(stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE1
] != 0x0000000F ||
1537 stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE2
] != 0x0000000F ||
1538 stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE3
] != 0x0000000F ) {
1539 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1540 stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE1
],
1541 stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE2
],
1542 stateblock
->renderState
[WINED3DRS_COLORWRITEENABLE3
]);
1546 static void state_localviewer(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1548 if(stateblock
->renderState
[WINED3DRS_LOCALVIEWER
]) {
1549 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1550 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1552 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1553 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1557 static void state_lastpixel(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1559 if(stateblock
->renderState
[WINED3DRS_LASTPIXEL
]) {
1560 TRACE("Last Pixel Drawing Enabled\n");
1564 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1567 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1572 static void state_pointsprite_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1576 /* TODO: NV_POINT_SPRITE */
1577 if (!warned
&& stateblock
->renderState
[WINED3DRS_POINTSPRITEENABLE
]) {
1578 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1579 FIXME("Point sprites not supported\n");
1584 static void state_pointsprite(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1586 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1588 if (stateblock
->renderState
[WINED3DRS_POINTSPRITEENABLE
])
1592 if (gl_info
->limits
.point_sprite_units
< gl_info
->limits
.textures
&& !warned
)
1594 if (use_ps(stateblock
) || stateblock
->lowest_disabled_stage
> gl_info
->limits
.point_sprite_units
)
1596 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1601 glEnable(GL_POINT_SPRITE_ARB
);
1602 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1604 glDisable(GL_POINT_SPRITE_ARB
);
1605 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1609 static void state_wrap(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1612 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1613 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1614 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1615 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1617 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1620 if(stateblock
->renderState
[WINED3DRS_WRAP0
] ||
1621 stateblock
->renderState
[WINED3DRS_WRAP1
] ||
1622 stateblock
->renderState
[WINED3DRS_WRAP2
] ||
1623 stateblock
->renderState
[WINED3DRS_WRAP3
] ||
1624 stateblock
->renderState
[WINED3DRS_WRAP4
] ||
1625 stateblock
->renderState
[WINED3DRS_WRAP5
] ||
1626 stateblock
->renderState
[WINED3DRS_WRAP6
] ||
1627 stateblock
->renderState
[WINED3DRS_WRAP7
] ||
1628 stateblock
->renderState
[WINED3DRS_WRAP8
] ||
1629 stateblock
->renderState
[WINED3DRS_WRAP9
] ||
1630 stateblock
->renderState
[WINED3DRS_WRAP10
] ||
1631 stateblock
->renderState
[WINED3DRS_WRAP11
] ||
1632 stateblock
->renderState
[WINED3DRS_WRAP12
] ||
1633 stateblock
->renderState
[WINED3DRS_WRAP13
] ||
1634 stateblock
->renderState
[WINED3DRS_WRAP14
] ||
1635 stateblock
->renderState
[WINED3DRS_WRAP15
] ) {
1636 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1640 static void state_msaa_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1642 if(stateblock
->renderState
[WINED3DRS_MULTISAMPLEANTIALIAS
]) {
1643 WARN("Multisample antialiasing not supported by gl\n");
1647 static void state_msaa(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1649 if(stateblock
->renderState
[WINED3DRS_MULTISAMPLEANTIALIAS
]) {
1650 glEnable(GL_MULTISAMPLE_ARB
);
1651 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1653 glDisable(GL_MULTISAMPLE_ARB
);
1654 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1658 static void state_scissor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1660 if(stateblock
->renderState
[WINED3DRS_SCISSORTESTENABLE
]) {
1661 glEnable(GL_SCISSOR_TEST
);
1662 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1664 glDisable(GL_SCISSOR_TEST
);
1665 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1669 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1670 * OpenGL the bias is specified in units of "the smallest value that is
1671 * guaranteed to produce a resolvable offset for a given implementation". To
1672 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1673 * There's no practical way to retrieve that value from a given GL
1674 * implementation, but the D3D application has essentially the same problem,
1675 * which makes a guess of 1e-6f seem reasonable here. Note that
1676 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1677 * need to be scaled. */
1678 static void state_depthbias(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1680 if (stateblock
->renderState
[WINED3DRS_SLOPESCALEDEPTHBIAS
]
1681 || stateblock
->renderState
[WINED3DRS_DEPTHBIAS
])
1687 } scale_bias
, const_bias
;
1689 scale_bias
.d
= stateblock
->renderState
[WINED3DRS_SLOPESCALEDEPTHBIAS
];
1690 const_bias
.d
= stateblock
->renderState
[WINED3DRS_DEPTHBIAS
];
1692 glEnable(GL_POLYGON_OFFSET_FILL
);
1693 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1695 glPolygonOffset(scale_bias
.f
, const_bias
.f
* 1e6f
);
1696 checkGLcall("glPolygonOffset(...)");
1698 glDisable(GL_POLYGON_OFFSET_FILL
);
1699 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1703 static void state_perspective(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1705 if (stateblock
->renderState
[WINED3DRS_TEXTUREPERSPECTIVE
]) {
1706 glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_NICEST
);
1707 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1709 glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_FASTEST
);
1710 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1714 static void state_stippledalpha(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1717 if (stateblock
->renderState
[WINED3DRS_STIPPLEDALPHA
])
1718 FIXME(" Stippled Alpha not supported yet.\n");
1721 static void state_antialias(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1724 if (stateblock
->renderState
[WINED3DRS_ANTIALIAS
])
1725 FIXME(" Antialias not supported yet.\n");
1728 static void state_multisampmask(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1731 if (stateblock
->renderState
[WINED3DRS_MULTISAMPLEMASK
] != 0xFFFFFFFF)
1732 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock
->renderState
[WINED3DRS_MULTISAMPLEMASK
]);
1735 static void state_patchedgestyle(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1738 if (stateblock
->renderState
[WINED3DRS_PATCHEDGESTYLE
] != WINED3DPATCHEDGE_DISCRETE
)
1739 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock
->renderState
[WINED3DRS_PATCHEDGESTYLE
]);
1742 static void state_patchsegments(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1751 if (stateblock
->renderState
[WINED3DRS_PATCHSEGMENTS
] != tmpvalue
.d
)
1753 static BOOL displayed
= FALSE
;
1755 tmpvalue
.d
= stateblock
->renderState
[WINED3DRS_PATCHSEGMENTS
];
1757 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1763 static void state_positiondegree(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1766 if (stateblock
->renderState
[WINED3DRS_POSITIONDEGREE
] != WINED3DDEGREE_CUBIC
)
1767 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock
->renderState
[WINED3DRS_POSITIONDEGREE
]);
1770 static void state_normaldegree(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1773 if (stateblock
->renderState
[WINED3DRS_NORMALDEGREE
] != WINED3DDEGREE_LINEAR
)
1774 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock
->renderState
[WINED3DRS_NORMALDEGREE
]);
1777 static void state_tessellation(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1780 if(stateblock
->renderState
[WINED3DRS_ENABLEADAPTIVETESSELLATION
])
1781 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock
->renderState
[WINED3DRS_ENABLEADAPTIVETESSELLATION
]);
1784 static void state_wrapu(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1786 if(stateblock
->renderState
[WINED3DRS_WRAPU
]) {
1787 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1791 static void state_wrapv(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1793 if(stateblock
->renderState
[WINED3DRS_WRAPV
]) {
1794 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1798 static void state_monoenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1800 if(stateblock
->renderState
[WINED3DRS_MONOENABLE
]) {
1801 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1805 static void state_rop2(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1807 if(stateblock
->renderState
[WINED3DRS_ROP2
]) {
1808 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1812 static void state_planemask(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1814 if(stateblock
->renderState
[WINED3DRS_PLANEMASK
]) {
1815 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1819 static void state_subpixel(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1821 if(stateblock
->renderState
[WINED3DRS_SUBPIXEL
]) {
1822 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1826 static void state_subpixelx(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1828 if(stateblock
->renderState
[WINED3DRS_SUBPIXELX
]) {
1829 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1833 static void state_stippleenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1835 if(stateblock
->renderState
[WINED3DRS_STIPPLEENABLE
]) {
1836 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1840 static void state_bordercolor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1842 if(stateblock
->renderState
[WINED3DRS_BORDERCOLOR
]) {
1843 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1847 static void state_mipmaplodbias(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1849 if(stateblock
->renderState
[WINED3DRS_MIPMAPLODBIAS
]) {
1850 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1854 static void state_anisotropy(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1856 if(stateblock
->renderState
[WINED3DRS_ANISOTROPY
]) {
1857 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1861 static void state_flushbatch(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1863 if(stateblock
->renderState
[WINED3DRS_FLUSHBATCH
]) {
1864 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1868 static void state_translucentsi(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1870 if(stateblock
->renderState
[WINED3DRS_TRANSLUCENTSORTINDEPENDENT
]) {
1871 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1875 static void state_extents(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1877 if(stateblock
->renderState
[WINED3DRS_EXTENTS
]) {
1878 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1882 static void state_ckeyblend(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1884 if(stateblock
->renderState
[WINED3DRS_COLORKEYBLENDENABLE
]) {
1885 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1889 static void state_swvp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
1891 if (stateblock
->renderState
[WINED3DRS_SOFTWAREVERTEXPROCESSING
])
1893 FIXME("Software vertex processing not implemented.\n");
1897 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1898 #if defined (GL_VERSION_1_3)
1899 # define useext(A) A
1900 #elif defined (GL_EXT_texture_env_combine)
1901 # define useext(A) A##_EXT
1902 #elif defined (GL_ARB_texture_env_combine)
1903 # define useext(A) A##_ARB
1906 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
1907 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1908 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1909 * flag specifies the complement of the input should be used. */
1910 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
1911 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
1913 /* Calculate the operand */
1915 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
1916 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
1918 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
1919 else *operand
= GL_SRC_COLOR
;
1922 /* Calculate the source */
1923 switch (arg
& WINED3DTA_SELECTMASK
) {
1924 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
1925 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
1926 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
1927 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
1928 case WINED3DTA_SPECULAR
:
1930 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1931 * 'Secondary color' and isn't supported until base GL supports it
1932 * There is no concept of temp registers as far as I can tell
1934 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1935 *source
= GL_TEXTURE
;
1938 FIXME("Unrecognized texture arg %#x\n", arg
);
1939 *source
= GL_TEXTURE
;
1944 /* Setup the texture operations texture stage states */
1945 static void set_tex_op(const struct wined3d_context
*context
, IWineD3DDevice
*iface
,
1946 BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
1948 GLenum src1
, src2
, src3
;
1949 GLenum opr1
, opr2
, opr3
;
1951 GLenum src0_target
, src1_target
, src2_target
;
1952 GLenum opr0_target
, opr1_target
, opr2_target
;
1954 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
1955 BOOL Handled
= FALSE
;
1956 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1958 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
1960 /* This is called by a state handler which has the gl lock held and a context for the thread */
1962 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1963 the form (a1 <operation> a2). However, some of the more complex operations
1964 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1965 in a third parameter called a0. Therefore these are operations of the form
1966 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1968 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1969 functions below, expect their syntax to differ slightly to those listed in the
1970 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1971 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1974 comb_target
= useext(GL_COMBINE_ALPHA
);
1975 src0_target
= useext(GL_SOURCE0_ALPHA
);
1976 src1_target
= useext(GL_SOURCE1_ALPHA
);
1977 src2_target
= useext(GL_SOURCE2_ALPHA
);
1978 opr0_target
= useext(GL_OPERAND0_ALPHA
);
1979 opr1_target
= useext(GL_OPERAND1_ALPHA
);
1980 opr2_target
= useext(GL_OPERAND2_ALPHA
);
1981 scal_target
= GL_ALPHA_SCALE
;
1984 comb_target
= useext(GL_COMBINE_RGB
);
1985 src0_target
= useext(GL_SOURCE0_RGB
);
1986 src1_target
= useext(GL_SOURCE1_RGB
);
1987 src2_target
= useext(GL_SOURCE2_RGB
);
1988 opr0_target
= useext(GL_OPERAND0_RGB
);
1989 opr1_target
= useext(GL_OPERAND1_RGB
);
1990 opr2_target
= useext(GL_OPERAND2_RGB
);
1991 scal_target
= useext(GL_RGB_SCALE
);
1994 /* If a texture stage references an invalid texture unit the stage just
1995 * passes through the result from the previous stage */
1996 if (is_invalid_op(This
, Stage
, op
, arg1
, arg2
, arg3
)) {
1997 arg1
= WINED3DTA_CURRENT
;
1998 op
= WINED3DTOP_SELECTARG1
;
2001 if (isAlpha
&& This
->stateBlock
->textures
[Stage
] == NULL
&& arg1
== WINED3DTA_TEXTURE
) {
2002 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2004 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2006 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2007 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2009 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2011 Handled
= TRUE
; /* Assume will be handled */
2013 /* Other texture operations require special extensions: */
2014 if (context
->gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2018 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2019 src3_target
= GL_SOURCE3_ALPHA_NV
;
2020 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2023 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2024 src3_target
= GL_SOURCE3_RGB_NV
;
2025 opr3_target
= GL_OPERAND3_RGB_NV
;
2028 case WINED3DTOP_DISABLE
: /* Only for alpha */
2029 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2030 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2031 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2032 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2033 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2034 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2035 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2036 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2037 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2038 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2039 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2040 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2041 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2042 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2043 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2044 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2045 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2046 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2048 case WINED3DTOP_SELECTARG1
: /* = a1 * 1 + 0 * 0 */
2049 case WINED3DTOP_SELECTARG2
: /* = a2 * 1 + 0 * 0 */
2050 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2051 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2052 if (op
== WINED3DTOP_SELECTARG1
) {
2053 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2054 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2055 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2056 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2058 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2059 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2060 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2061 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2063 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2064 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2065 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2066 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2067 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2068 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2069 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2070 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2071 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2072 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2073 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2074 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2077 case WINED3DTOP_MODULATE
:
2078 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2079 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2080 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2081 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2082 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2083 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2084 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2085 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2086 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2087 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2088 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2089 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2090 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2091 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2092 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2093 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2094 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2095 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2096 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2097 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2099 case WINED3DTOP_MODULATE2X
:
2100 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2101 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2102 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2103 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2104 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2105 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2106 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2107 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2108 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2109 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2110 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2111 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2112 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2113 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2114 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2115 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2116 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2117 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2118 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2119 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2121 case WINED3DTOP_MODULATE4X
:
2122 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2123 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2124 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2125 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2126 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2127 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2128 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2129 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2130 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2131 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2132 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2133 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2134 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2135 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2136 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2137 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2138 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2139 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2140 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2141 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2144 case WINED3DTOP_ADD
:
2145 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2146 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2147 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2148 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2149 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2150 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2151 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2152 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2153 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2154 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2155 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2156 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2157 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2158 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2159 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2160 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2161 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2162 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2163 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2164 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2167 case WINED3DTOP_ADDSIGNED
:
2168 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_ADD_SIGNED
));
2169 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2170 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2171 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2172 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2173 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2174 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2175 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2176 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2177 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2178 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2179 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2180 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2181 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2182 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2183 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2184 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2185 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2186 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2187 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2190 case WINED3DTOP_ADDSIGNED2X
:
2191 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_ADD_SIGNED
));
2192 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2193 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2194 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2195 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2196 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2197 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2198 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2199 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2200 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2201 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2202 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2203 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2204 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2205 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2206 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2207 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2208 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2209 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2210 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2213 case WINED3DTOP_ADDSMOOTH
:
2214 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2215 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2216 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2217 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2218 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2219 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2220 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2221 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2222 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2223 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2224 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2225 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2226 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2227 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2228 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2229 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2231 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2232 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2233 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2234 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2236 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2237 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2238 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2239 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2242 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2243 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2244 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2245 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2246 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2247 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2248 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2249 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, useext(GL_PRIMARY_COLOR
));
2250 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2251 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2252 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2253 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2254 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2255 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2256 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2257 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, useext(GL_PRIMARY_COLOR
));
2258 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2259 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2260 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2261 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2262 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2264 case WINED3DTOP_BLENDTEXTUREALPHA
:
2265 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2266 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2267 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2268 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2269 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2270 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2271 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2272 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2273 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2274 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2275 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2276 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2277 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2278 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2279 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2280 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2281 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2282 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2283 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2284 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2286 case WINED3DTOP_BLENDFACTORALPHA
:
2287 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2288 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2289 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2290 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2291 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2292 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2293 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, useext(GL_CONSTANT
));
2294 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2295 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2296 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2297 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2298 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2299 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2300 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2301 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, useext(GL_CONSTANT
));
2302 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2303 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2304 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2305 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2306 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2308 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2309 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2310 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2311 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2312 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2313 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2314 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2315 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2316 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2317 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2318 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2319 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2320 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2321 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2322 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2323 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2324 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2325 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2326 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2327 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2328 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2330 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2331 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2332 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2333 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2334 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2335 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2336 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2337 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2338 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2339 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2340 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2341 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2342 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2343 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2344 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2345 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2346 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2348 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2349 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2351 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2352 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2353 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2354 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2356 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2357 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2358 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2359 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2360 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2361 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2362 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2363 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2364 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2365 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2366 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2367 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2368 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2370 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2371 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2373 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2374 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2375 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2376 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2377 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2378 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2379 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2380 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2382 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2383 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2384 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2385 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2386 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2387 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2388 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2389 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2390 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2391 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2392 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2393 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2394 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2395 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2396 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2397 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2398 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2400 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2401 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2402 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2403 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2405 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2406 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2407 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2408 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2410 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2411 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2412 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2413 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2414 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2416 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2417 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2418 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2419 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2421 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2422 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2423 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2424 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2425 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2426 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2427 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2428 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2430 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2431 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2433 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2434 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2435 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2436 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2437 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2438 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2439 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2440 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 case WINED3DTOP_MULTIPLYADD
:
2443 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2444 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2445 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2446 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2447 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2448 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2449 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2450 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2451 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2452 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2453 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2454 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2455 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2456 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2457 glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2458 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2459 glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2460 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2461 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2462 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2465 case WINED3DTOP_BUMPENVMAP
:
2469 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2470 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2476 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2477 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2481 } /* GL_NV_texture_env_combine4 */
2483 Handled
= TRUE
; /* Again, assume handled */
2485 case WINED3DTOP_DISABLE
: /* Only for alpha */
2486 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2487 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2488 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2489 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2490 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2492 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2493 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2495 case WINED3DTOP_SELECTARG1
:
2496 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2497 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2498 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2499 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2500 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2501 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2502 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2503 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2505 case WINED3DTOP_SELECTARG2
:
2506 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2507 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2508 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2509 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2510 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2511 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2512 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2513 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2515 case WINED3DTOP_MODULATE
:
2516 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2517 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2518 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2519 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2520 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2521 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2522 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2523 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2524 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2525 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2526 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2527 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2529 case WINED3DTOP_MODULATE2X
:
2530 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2531 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2532 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2533 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2534 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2535 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2536 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2537 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2538 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2539 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2540 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2541 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2543 case WINED3DTOP_MODULATE4X
:
2544 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2545 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2546 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2547 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2548 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2549 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2550 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2551 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2552 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2553 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2554 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2555 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2557 case WINED3DTOP_ADD
:
2558 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2559 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2560 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2561 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2562 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2563 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2564 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2565 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2566 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2567 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2568 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2569 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2571 case WINED3DTOP_ADDSIGNED
:
2572 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_ADD_SIGNED
));
2573 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2574 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2575 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2576 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2577 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2578 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2579 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2580 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2581 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2582 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2583 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585 case WINED3DTOP_ADDSIGNED2X
:
2586 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_ADD_SIGNED
));
2587 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2588 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2589 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2590 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2591 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2592 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2593 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2594 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2595 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2596 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2597 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2599 case WINED3DTOP_SUBTRACT
:
2600 if (context
->gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2602 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2603 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2604 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2605 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2606 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2607 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2608 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2609 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2610 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2611 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2612 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2613 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2615 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2619 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2620 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_INTERPOLATE
));
2621 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2622 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2623 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2624 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2625 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2626 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2627 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2628 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2629 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2630 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, useext(GL_PRIMARY_COLOR
));
2631 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2632 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2633 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2634 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2637 case WINED3DTOP_BLENDTEXTUREALPHA
:
2638 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_INTERPOLATE
));
2639 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2640 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2641 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2642 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2643 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2644 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2645 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2646 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2647 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2648 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2649 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2650 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2651 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2652 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2653 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2655 case WINED3DTOP_BLENDFACTORALPHA
:
2656 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_INTERPOLATE
));
2657 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2658 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2659 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2660 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2661 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2662 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2663 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2664 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2665 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2666 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, useext(GL_CONSTANT
));
2667 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2668 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2669 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2670 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2671 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673 case WINED3DTOP_BLENDCURRENTALPHA
:
2674 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_INTERPOLATE
));
2675 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2676 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2677 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2678 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2679 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2680 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2681 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2682 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2683 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2684 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, useext(GL_PREVIOUS
));
2685 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2686 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2687 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2688 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2689 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2691 case WINED3DTOP_DOTPRODUCT3
:
2692 if (context
->gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2694 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2695 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2697 else if (context
->gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2699 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2702 FIXME("This version of opengl does not support GL_DOT3\n");
2704 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2705 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2706 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2707 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2708 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2709 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2710 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2711 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2712 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2713 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 case WINED3DTOP_LERP
:
2716 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, useext(GL_INTERPOLATE
));
2717 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2718 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2719 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2720 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2721 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2722 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2723 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2724 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2725 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2726 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2727 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2728 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2729 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2730 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2731 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2733 case WINED3DTOP_ADDSMOOTH
:
2734 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2736 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2737 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2738 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2739 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2741 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2742 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2743 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2744 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2746 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2747 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2748 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2749 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2750 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2751 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2752 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2753 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2754 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2755 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2756 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2757 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2761 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2762 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2764 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2765 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2766 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2767 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2768 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2769 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2770 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2771 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2772 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2773 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2774 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2775 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2776 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2777 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2778 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2779 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2783 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2784 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2786 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2787 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2788 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2789 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2791 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2792 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2793 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2794 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2796 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2797 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2798 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2799 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2800 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2801 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2802 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2803 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2804 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2805 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2806 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2807 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2811 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2812 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2814 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2815 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2816 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2817 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2818 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2819 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2820 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2821 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2823 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2824 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2825 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2826 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2828 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2829 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2830 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2831 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2832 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2833 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2834 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2835 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2839 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2840 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2842 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2843 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2844 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2845 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2848 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2849 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2850 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2852 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2853 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2854 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2855 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2856 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2857 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2858 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2859 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2860 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2861 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2862 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2863 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2867 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2868 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2870 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2871 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2872 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2873 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2875 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2876 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2877 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2878 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2880 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2881 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2882 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2883 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2885 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2886 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2887 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2888 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2890 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2891 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2892 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2893 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2894 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2895 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2896 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2897 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2901 case WINED3DTOP_MULTIPLYADD
:
2902 if (context
->gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2904 glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2905 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2906 glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2907 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2908 glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2909 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2910 glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
2911 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2912 glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
2913 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2914 glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2915 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2916 glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2917 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2918 glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2919 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2923 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2924 case WINED3DTOP_BUMPENVMAP
:
2925 if (context
->gl_info
->supported
[NV_TEXTURE_SHADER2
])
2927 /* Technically texture shader support without register combiners is possible, but not expected to occur
2928 * on real world cards, so for now a fixme should be enough
2930 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2937 BOOL combineOK
= TRUE
;
2938 if (context
->gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2943 op2
= This
->stateBlock
->textureState
[Stage
][WINED3DTSS_COLOROP
];
2945 op2
= This
->stateBlock
->textureState
[Stage
][WINED3DTSS_ALPHAOP
];
2948 /* Note: If COMBINE4 in effect can't go back to combine! */
2950 case WINED3DTOP_ADDSMOOTH
:
2951 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2952 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2953 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2954 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2955 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2956 case WINED3DTOP_MULTIPLYADD
:
2957 /* Ignore those implemented in both cases */
2959 case WINED3DTOP_SELECTARG1
:
2960 case WINED3DTOP_SELECTARG2
:
2965 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
2972 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, useext(GL_COMBINE
));
2973 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2979 /* After all the extensions, if still unhandled, report fixme */
2980 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
2984 static void tex_colorop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
2986 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2987 BOOL tex_used
= stateblock
->device
->fixed_function_usage_map
& (1 << stage
);
2988 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
];
2989 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2991 TRACE("Setting color op for stage %d\n", stage
);
2993 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2994 if (use_ps(stateblock
)) return;
2996 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
2998 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3000 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3002 FIXME("Attempt to enable unsupported stage!\n");
3005 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3006 checkGLcall("glActiveTextureARB");
3009 if(stage
>= stateblock
->lowest_disabled_stage
) {
3010 TRACE("Stage disabled\n");
3011 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3013 /* Disable everything here */
3014 glDisable(GL_TEXTURE_2D
);
3015 checkGLcall("glDisable(GL_TEXTURE_2D)");
3016 glDisable(GL_TEXTURE_3D
);
3017 checkGLcall("glDisable(GL_TEXTURE_3D)");
3018 if (context
->gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3020 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3021 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3023 if (context
->gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3025 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3026 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3033 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3034 * if the sampler for this stage is dirty
3036 if(!isStateDirty(context
, STATE_SAMPLER(stage
))) {
3037 if (tex_used
) texture_activate_dimensions(stage
, stateblock
, context
);
3040 set_tex_op(context
, (IWineD3DDevice
*)stateblock
->device
, FALSE
, stage
,
3041 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
],
3042 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG1
],
3043 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG2
],
3044 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG0
]);
3047 void tex_alphaop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3049 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3050 BOOL tex_used
= stateblock
->device
->fixed_function_usage_map
& (1 << stage
);
3051 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
];
3052 DWORD op
, arg1
, arg2
, arg0
;
3054 TRACE("Setting alpha op for stage %d\n", stage
);
3055 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3056 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3058 if (tex_used
&& mapped_stage
>= context
->gl_info
->limits
.textures
)
3060 FIXME("Attempt to enable unsupported stage!\n");
3063 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3064 checkGLcall("glActiveTextureARB");
3067 op
= stateblock
->textureState
[stage
][WINED3DTSS_ALPHAOP
];
3068 arg1
= stateblock
->textureState
[stage
][WINED3DTSS_ALPHAARG1
];
3069 arg2
= stateblock
->textureState
[stage
][WINED3DTSS_ALPHAARG2
];
3070 arg0
= stateblock
->textureState
[stage
][WINED3DTSS_ALPHAARG0
];
3072 if (stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
] && stage
== 0 && stateblock
->textures
[0])
3074 UINT texture_dimensions
= IWineD3DBaseTexture_GetTextureDimensions(stateblock
->textures
[0]);
3076 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3078 IWineD3DSurfaceImpl
*surf
;
3080 surf
= (IWineD3DSurfaceImpl
*) ((IWineD3DTextureImpl
*) stateblock
->textures
[0])->surfaces
[0];
3082 if (surf
->CKeyFlags
& WINEDDSD_CKSRCBLT
&& !surf
->resource
.format_desc
->alpha_mask
)
3084 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3085 * properly. On the other hand applications can still use texture combiners apparently. This code
3086 * takes care that apps cannot remove the texture's alpha channel entirely.
3088 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3089 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3090 * and alpha component of diffuse color to draw things like translucent text and perform other
3093 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3094 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3095 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3096 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3097 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3098 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3099 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3100 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3101 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3104 * What to do with multitexturing? So far no app has been found that uses color keying with
3106 if (op
== WINED3DTOP_DISABLE
)
3108 arg1
= WINED3DTA_TEXTURE
;
3109 op
= WINED3DTOP_SELECTARG1
;
3111 else if(op
== WINED3DTOP_SELECTARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3113 if (stateblock
->renderState
[WINED3DRS_ALPHABLENDENABLE
])
3115 arg2
= WINED3DTA_TEXTURE
;
3116 op
= WINED3DTOP_MODULATE
;
3118 else arg1
= WINED3DTA_TEXTURE
;
3120 else if(op
== WINED3DTOP_SELECTARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3122 if (stateblock
->renderState
[WINED3DRS_ALPHABLENDENABLE
])
3124 arg1
= WINED3DTA_TEXTURE
;
3125 op
= WINED3DTOP_MODULATE
;
3127 else arg2
= WINED3DTA_TEXTURE
;
3133 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3134 * this if block here, and the other code(color keying, texture unit selection) are the same
3136 TRACE("Setting alpha op for stage %d\n", stage
);
3137 if (context
->gl_info
->supported
[NV_REGISTER_COMBINERS
])
3139 set_tex_op_nvrc((IWineD3DDevice
*)stateblock
->device
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3140 mapped_stage
, stateblock
->textureState
[stage
][WINED3DTSS_RESULTARG
]);
3144 set_tex_op(context
, (IWineD3DDevice
*)stateblock
->device
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3148 static void transform_texture(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3150 DWORD texUnit
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3151 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[texUnit
];
3155 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3156 if (use_vs(stateblock
) || isStateDirty(context
, STATE_VDECL
))
3158 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3162 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3163 if (mapped_stage
>= context
->gl_info
->limits
.textures
) return;
3165 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3166 checkGLcall("glActiveTextureARB");
3167 generated
= (stateblock
->textureState
[texUnit
][WINED3DTSS_TEXCOORDINDEX
] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU
;
3168 coordIdx
= min(stateblock
->textureState
[texUnit
][WINED3DTSS_TEXCOORDINDEX
& 0x0000FFFF], MAX_TEXTURES
- 1);
3170 set_texture_matrix(&stateblock
->transforms
[WINED3DTS_TEXTURE0
+ texUnit
].u
.m
[0][0],
3171 stateblock
->textureState
[texUnit
][WINED3DTSS_TEXTURETRANSFORMFLAGS
], generated
, context
->last_was_rhw
,
3172 stateblock
->device
->strided_streams
.use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))
3173 ? stateblock
->device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
].format_desc
->format
3174 : WINED3DFMT_UNKNOWN
,
3175 stateblock
->device
->frag_pipe
->ffp_proj_control
);
3177 /* The sampler applying function calls us if this changes */
3178 if ((context
->lastWasPow2Texture
& (1 << texUnit
)) && stateblock
->textures
[texUnit
])
3181 FIXME("Non-power2 texture being used with generated texture coords\n");
3183 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3184 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3185 if (!use_ps(stateblock
)) {
3186 TRACE("Non power two matrix multiply fixup\n");
3187 glMultMatrixf(((IWineD3DTextureImpl
*) stateblock
->textures
[texUnit
])->baseTexture
.pow2Matrix
);
3192 static void unloadTexCoords(const struct wined3d_context
*context
)
3194 unsigned int texture_idx
;
3196 for (texture_idx
= 0; texture_idx
< context
->gl_info
->limits
.texture_stages
; ++texture_idx
)
3198 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3199 glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3203 static void loadTexCoords(const struct wined3d_context
*context
, IWineD3DStateBlockImpl
*stateblock
,
3204 const struct wined3d_stream_info
*si
, GLuint
*curVBO
)
3206 const UINT
*offset
= stateblock
->streamOffset
;
3207 unsigned int mapped_stage
= 0;
3208 unsigned int textureNo
= 0;
3210 for (textureNo
= 0; textureNo
< context
->gl_info
->limits
.texture_stages
; ++textureNo
)
3212 int coordIdx
= stateblock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
3214 mapped_stage
= stateblock
->device
->texUnitMap
[textureNo
];
3215 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3217 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3219 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3221 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3222 textureNo
, mapped_stage
, coordIdx
, e
->data
);
3224 if (*curVBO
!= e
->buffer_object
)
3226 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->buffer_object
));
3227 checkGLcall("glBindBufferARB");
3228 *curVBO
= e
->buffer_object
;
3231 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3232 checkGLcall("glClientActiveTextureARB");
3234 /* The coords to supply depend completely on the fvf / vertex shader */
3235 glTexCoordPointer(e
->format_desc
->gl_vtx_format
, e
->format_desc
->gl_vtx_type
, e
->stride
,
3236 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
3237 glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3239 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3242 if (context
->gl_info
->supported
[NV_REGISTER_COMBINERS
])
3244 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3245 for (textureNo
= mapped_stage
+ 1; textureNo
< context
->gl_info
->limits
.textures
; ++textureNo
)
3247 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3251 checkGLcall("loadTexCoords");
3254 static void tex_coordindex(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3256 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3257 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
];
3258 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3259 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3260 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3261 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3263 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3265 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3269 if (mapped_stage
>= context
->gl_info
->limits
.fragment_samplers
)
3271 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3274 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3275 checkGLcall("glActiveTextureARB");
3277 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3279 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3280 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3281 * means use the vertex position (camera-space) as the input texture coordinates
3282 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3283 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3284 * to the TEXCOORDINDEX value
3286 switch (stateblock
->textureState
[stage
][WINED3DTSS_TEXCOORDINDEX
] & 0xffff0000)
3288 case WINED3DTSS_TCI_PASSTHRU
:
3289 /* Use the specified texture coordinates contained within the
3290 * vertex format. This value resolves to zero. */
3291 glDisable(GL_TEXTURE_GEN_S
);
3292 glDisable(GL_TEXTURE_GEN_T
);
3293 glDisable(GL_TEXTURE_GEN_R
);
3294 glDisable(GL_TEXTURE_GEN_Q
);
3295 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3298 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3299 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3300 * as the input texture coordinates for this stage's texture transformation. This
3301 * equates roughly to EYE_LINEAR */
3303 glMatrixMode(GL_MODELVIEW
);
3306 glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3307 glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3308 glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3309 glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3311 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3313 glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3314 glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3315 glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3316 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3318 glEnable(GL_TEXTURE_GEN_S
);
3319 glEnable(GL_TEXTURE_GEN_T
);
3320 glEnable(GL_TEXTURE_GEN_R
);
3321 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3325 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3326 /* Note that NV_TEXGEN_REFLECTION support is implied when
3327 * ARB_TEXTURE_CUBE_MAP is supported */
3328 if (!context
->gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3330 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3334 glMatrixMode(GL_MODELVIEW
);
3337 glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3338 glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3339 glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3340 glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3342 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3344 glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3345 glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3346 glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3347 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3349 glEnable(GL_TEXTURE_GEN_S
);
3350 glEnable(GL_TEXTURE_GEN_T
);
3351 glEnable(GL_TEXTURE_GEN_R
);
3352 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3356 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3357 /* Note that NV_TEXGEN_REFLECTION support is implied when
3358 * ARB_TEXTURE_CUBE_MAP is supported */
3359 if (!context
->gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3361 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3365 glMatrixMode(GL_MODELVIEW
);
3368 glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3369 glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3370 glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3371 glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3373 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3375 glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3376 glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3377 glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3378 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3380 glEnable(GL_TEXTURE_GEN_S
);
3381 glEnable(GL_TEXTURE_GEN_T
);
3382 glEnable(GL_TEXTURE_GEN_R
);
3383 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3387 case WINED3DTSS_TCI_SPHEREMAP
:
3388 glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3389 glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3390 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3392 glEnable(GL_TEXTURE_GEN_S
);
3393 glEnable(GL_TEXTURE_GEN_T
);
3394 glDisable(GL_TEXTURE_GEN_R
);
3395 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3400 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3401 stateblock
->textureState
[stage
][WINED3DTSS_TEXCOORDINDEX
]);
3402 glDisable(GL_TEXTURE_GEN_S
);
3403 glDisable(GL_TEXTURE_GEN_T
);
3404 glDisable(GL_TEXTURE_GEN_R
);
3405 glDisable(GL_TEXTURE_GEN_Q
);
3406 checkGLcall("Disable texgen.");
3411 /* Update the texture matrix */
3412 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ stage
))) {
3413 transform_texture(STATE_TEXTURESTAGE(stage
, WINED3DTSS_TEXTURETRANSFORMFLAGS
), stateblock
, context
);
3416 if(!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
) {
3417 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3418 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3419 * and do all the things linked to it
3420 * TODO: Tidy that up to reload only the arrays of the changed unit
3422 GLuint curVBO
= context
->gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3424 unloadTexCoords(context
);
3425 loadTexCoords(context
, stateblock
, &stateblock
->device
->strided_streams
, &curVBO
);
3429 static void shaderconstant(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3431 IWineD3DDeviceImpl
*device
= stateblock
->device
;
3433 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3434 * has an update pending
3436 if(isStateDirty(context
, STATE_VDECL
) ||
3437 isStateDirty(context
, STATE_PIXELSHADER
)) {
3441 device
->shader_backend
->shader_load_constants(context
, use_ps(stateblock
), use_vs(stateblock
));
3444 static void tex_bumpenvlscale(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3446 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3448 if (stateblock
->pixelShader
&& stage
!= 0
3449 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
3451 /* The pixel shader has to know the luminance scale. Do a constants update if it
3452 * isn't scheduled anyway
3454 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
) &&
3455 !isStateDirty(context
, STATE_PIXELSHADER
)) {
3456 shaderconstant(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3461 static void sampler_texmatrix(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3463 const DWORD sampler
= state
- STATE_SAMPLER(0);
3464 IWineD3DBaseTexture
*texture
= stateblock
->textures
[sampler
];
3466 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3468 if(!texture
) return;
3469 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3470 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3471 * scaling is reapplied or removed, the texture matrix has to be reapplied
3473 * The mapped stage is already active because the sampler() function below, which is part of the
3476 if(sampler
< MAX_TEXTURES
) {
3477 const BOOL texIsPow2
= !((IWineD3DBaseTextureImpl
*)texture
)->baseTexture
.pow2Matrix_identity
;
3479 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1 << sampler
)))
3481 if (texIsPow2
) context
->lastWasPow2Texture
|= 1 << sampler
;
3482 else context
->lastWasPow2Texture
&= ~(1 << sampler
);
3483 transform_texture(STATE_TEXTURESTAGE(stateblock
->device
->texUnitMap
[sampler
],
3484 WINED3DTSS_TEXTURETRANSFORMFLAGS
), stateblock
, context
);
3489 static void sampler(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3491 DWORD sampler
= state
- STATE_SAMPLER(0);
3492 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[sampler
];
3493 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3499 TRACE("Sampler: %d\n", sampler
);
3500 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3501 * only has to bind textures and set the per texture states
3504 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3506 TRACE("No sampler mapped to stage %d. Returning.\n", sampler
);
3510 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3514 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3515 checkGLcall("glActiveTextureARB");
3517 if(stateblock
->textures
[sampler
]) {
3518 BOOL srgb
= stateblock
->samplerState
[sampler
][WINED3DSAMP_SRGBTEXTURE
];
3519 IWineD3DBaseTextureImpl
*tex_impl
= (IWineD3DBaseTextureImpl
*) stateblock
->textures
[sampler
];
3520 tex_impl
->baseTexture
.internal_preload(stateblock
->textures
[sampler
], srgb
? SRGB_SRGB
: SRGB_RGB
);
3521 IWineD3DBaseTexture_BindTexture(stateblock
->textures
[sampler
], srgb
);
3522 basetexture_apply_state_changes(stateblock
->textures
[sampler
],
3523 stateblock
->textureState
[sampler
], stateblock
->samplerState
[sampler
], gl_info
);
3525 if (context
->gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3527 tmpvalue
.d
= stateblock
->samplerState
[sampler
][WINED3DSAMP_MIPMAPLODBIAS
];
3528 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
3529 GL_TEXTURE_LOD_BIAS_EXT
,
3531 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3534 if (!use_ps(stateblock
) && sampler
< stateblock
->lowest_disabled_stage
)
3536 if(stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
] && sampler
== 0) {
3537 /* If color keying is enabled update the alpha test, it depends on the existence
3538 * of a color key in stage 0
3540 state_alpha(WINED3DRS_COLORKEYENABLE
, stateblock
, context
);
3544 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3545 if (!tex_impl
->baseTexture
.pow2Matrix_identity
)
3547 IWineD3DDeviceImpl
*d3ddevice
= stateblock
->device
;
3548 d3ddevice
->shader_backend
->shader_load_np2fixup_constants(
3549 (IWineD3DDevice
*)d3ddevice
, use_ps(stateblock
), use_vs(stateblock
));
3552 else if (mapped_stage
< gl_info
->limits
.textures
)
3554 if(sampler
< stateblock
->lowest_disabled_stage
) {
3555 /* TODO: What should I do with pixel shaders here ??? */
3556 if(stateblock
->renderState
[WINED3DRS_COLORKEYENABLE
] && sampler
== 0) {
3557 /* If color keying is enabled update the alpha test, it depends on the existence
3558 * of a color key in stage 0
3560 state_alpha(WINED3DRS_COLORKEYENABLE
, stateblock
, context
);
3562 } /* Otherwise tex_colorop disables the stage */
3563 glBindTexture(GL_TEXTURE_2D
, stateblock
->device
->dummyTextureName
[sampler
]);
3564 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3568 void apply_pixelshader(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3570 IWineD3DDeviceImpl
*device
= stateblock
->device
;
3571 BOOL use_pshader
= use_ps(stateblock
);
3572 BOOL use_vshader
= use_vs(stateblock
);
3576 if(!context
->last_was_pshader
) {
3577 /* Former draw without a pixel shader, some samplers
3578 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3579 * make sure to enable them
3581 for(i
=0; i
< MAX_FRAGMENT_SAMPLERS
; i
++) {
3582 if(!isStateDirty(context
, STATE_SAMPLER(i
))) {
3583 sampler(STATE_SAMPLER(i
), stateblock
, context
);
3586 context
->last_was_pshader
= TRUE
;
3588 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3589 * if a different texture was bound. I don't have to do anything.
3593 /* Disabled the pixel shader - color ops weren't applied
3594 * while it was enabled, so re-apply them.
3596 for(i
=0; i
< MAX_TEXTURES
; i
++) {
3597 if(!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
))) {
3598 device
->StateTable
[STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
)].apply
3599 (STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
), stateblock
, context
);
3602 context
->last_was_pshader
= FALSE
;
3605 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3606 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
3608 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3609 shaderconstant(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3614 static void shader_bumpenvmat(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3616 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3617 if (stateblock
->pixelShader
&& stage
!= 0
3618 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
3620 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3623 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
) &&
3624 !isStateDirty(context
, STATE_PIXELSHADER
)) {
3625 shaderconstant(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3630 static void transform_world(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3632 /* This function is called by transform_view below if the view matrix was changed too
3634 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3635 * does not always update the world matrix, only on a switch between transformed
3636 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3637 * draw, but that should be rather rare and cheaper in total.
3639 glMatrixMode(GL_MODELVIEW
);
3640 checkGLcall("glMatrixMode");
3642 if(context
->last_was_rhw
) {
3644 checkGLcall("glLoadIdentity()");
3646 /* In the general case, the view matrix is the identity matrix */
3647 if (stateblock
->device
->view_ident
)
3649 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_WORLDMATRIX(0)].u
.m
[0][0]);
3650 checkGLcall("glLoadMatrixf");
3654 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_VIEW
].u
.m
[0][0]);
3655 checkGLcall("glLoadMatrixf");
3656 glMultMatrixf(&stateblock
->transforms
[WINED3DTS_WORLDMATRIX(0)].u
.m
[0][0]);
3657 checkGLcall("glMultMatrixf");
3662 static void clipplane(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3664 UINT index
= state
- STATE_CLIPPLANE(0);
3666 if (isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_VIEW
)) || index
>= context
->gl_info
->limits
.clipplanes
)
3671 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3672 if(!use_vs(stateblock
)) {
3673 glMatrixMode(GL_MODELVIEW
);
3675 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_VIEW
].u
.m
[0][0]);
3677 /* with vertex shaders, clip planes are not transformed in direct3d,
3678 * in OpenGL they are still transformed by the model view.
3679 * Use this to swap the y coordinate if necessary
3681 glMatrixMode(GL_MODELVIEW
);
3684 if (context
->render_offscreen
) glScalef(1.0f
, -1.0f
, 1.0f
);
3687 TRACE("Clipplane [%f,%f,%f,%f]\n",
3688 stateblock
->clipplane
[index
][0],
3689 stateblock
->clipplane
[index
][1],
3690 stateblock
->clipplane
[index
][2],
3691 stateblock
->clipplane
[index
][3]);
3692 glClipPlane(GL_CLIP_PLANE0
+ index
, stateblock
->clipplane
[index
]);
3693 checkGLcall("glClipPlane");
3698 static void transform_worldex(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3700 UINT matrix
= state
- STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3702 TRACE("Setting world matrix %d\n", matrix
);
3704 if (matrix
>= context
->gl_info
->limits
.blends
)
3706 WARN("Unsupported blend matrix set\n");
3708 } else if(isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_VIEW
))) {
3712 /* GL_MODELVIEW0_ARB: 0x1700
3713 * GL_MODELVIEW1_ARB: 0x850a
3714 * GL_MODELVIEW2_ARB: 0x8722
3715 * GL_MODELVIEW3_ARB: 0x8723
3717 * GL_MODELVIEW31_ARB: 0x873F
3719 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3720 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3722 glMatrixMode(glMat
);
3723 checkGLcall("glMatrixMode(glMat)");
3725 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3726 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3728 if (stateblock
->device
->view_ident
)
3730 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_WORLDMATRIX(matrix
)].u
.m
[0][0]);
3731 checkGLcall("glLoadMatrixf");
3735 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_VIEW
].u
.m
[0][0]);
3736 checkGLcall("glLoadMatrixf");
3737 glMultMatrixf(&stateblock
->transforms
[WINED3DTS_WORLDMATRIX(matrix
)].u
.m
[0][0]);
3738 checkGLcall("glMultMatrixf");
3742 static void state_vertexblend_w(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3744 static BOOL once
= FALSE
;
3746 switch(stateblock
->renderState
[WINED3DRS_VERTEXBLEND
]) {
3747 case WINED3DVBF_1WEIGHTS
:
3748 case WINED3DVBF_2WEIGHTS
:
3749 case WINED3DVBF_3WEIGHTS
:
3752 /* TODO: Implement vertex blending in drawStridedSlow */
3753 FIXME("Vertex blending enabled, but not supported by hardware\n");
3757 case WINED3DVBF_TWEENING
:
3758 WARN("Tweening not supported yet\n");
3762 static void state_vertexblend(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3764 WINED3DVERTEXBLENDFLAGS val
= stateblock
->renderState
[WINED3DRS_VERTEXBLEND
];
3767 case WINED3DVBF_1WEIGHTS
:
3768 case WINED3DVBF_2WEIGHTS
:
3769 case WINED3DVBF_3WEIGHTS
:
3770 glEnable(GL_VERTEX_BLEND_ARB
);
3771 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3773 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3774 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3776 GL_EXTCALL(glVertexBlendARB(stateblock
->renderState
[WINED3DRS_VERTEXBLEND
] + 1));
3778 if (!stateblock
->device
->vertexBlendUsed
)
3781 for (i
= 1; i
< context
->gl_info
->limits
.blends
; ++i
)
3783 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i
))))
3785 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i
)), stateblock
, context
);
3788 stateblock
->device
->vertexBlendUsed
= TRUE
;
3792 case WINED3DVBF_DISABLE
:
3793 case WINED3DVBF_0WEIGHTS
: /* for Indexed vertex blending - not supported */
3794 glDisable(GL_VERTEX_BLEND_ARB
);
3795 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3798 case WINED3DVBF_TWEENING
:
3799 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3800 * vertex weights in the vertices?
3801 * For now we don't report that as supported, so a warn should suffice
3803 WARN("Tweening not supported yet\n");
3808 static void transform_view(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3810 const struct wined3d_light_info
*light
= NULL
;
3813 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3814 * NOTE: We have to reset the positions even if the light/plane is not currently
3815 * enabled, since the call to enable it will not reset the position.
3816 * NOTE2: Apparently texture transforms do NOT need reapplying
3819 glMatrixMode(GL_MODELVIEW
);
3820 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3821 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_VIEW
].u
.m
[0][0]);
3822 checkGLcall("glLoadMatrixf(...)");
3824 /* Reset lights. TODO: Call light apply func */
3825 for (k
= 0; k
< stateblock
->device
->maxConcurrentLights
; ++k
)
3827 light
= stateblock
->activeLights
[k
];
3828 if(!light
) continue;
3829 glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, light
->lightPosn
);
3830 checkGLcall("glLightfv posn");
3831 glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, light
->lightDirn
);
3832 checkGLcall("glLightfv dirn");
3835 /* Reset Clipping Planes */
3836 for (k
= 0; k
< context
->gl_info
->limits
.clipplanes
; ++k
)
3838 if(!isStateDirty(context
, STATE_CLIPPLANE(k
))) {
3839 clipplane(STATE_CLIPPLANE(k
), stateblock
, context
);
3843 if(context
->last_was_rhw
) {
3845 checkGLcall("glLoadIdentity()");
3846 /* No need to update the world matrix, the identity is fine */
3850 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3851 * No need to do it here if the state is scheduled for update.
3853 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3854 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock
, context
);
3857 /* Avoid looping over a number of matrices if the app never used the functionality */
3858 if (stateblock
->device
->vertexBlendUsed
)
3860 for (k
= 1; k
< context
->gl_info
->limits
.blends
; ++k
)
3862 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k
)))) {
3863 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k
)), stateblock
, context
);
3869 static void transform_projection(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
3871 glMatrixMode(GL_PROJECTION
);
3872 checkGLcall("glMatrixMode(GL_PROJECTION)");
3874 checkGLcall("glLoadIdentity");
3876 if(context
->last_was_rhw
) {
3877 double X
, Y
, height
, width
, minZ
, maxZ
;
3879 X
= stateblock
->viewport
.X
;
3880 Y
= stateblock
->viewport
.Y
;
3881 height
= stateblock
->viewport
.Height
;
3882 width
= stateblock
->viewport
.Width
;
3883 minZ
= stateblock
->viewport
.MinZ
;
3884 maxZ
= stateblock
->viewport
.MaxZ
;
3886 if (!stateblock
->device
->untransformed
)
3888 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3889 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3890 * suppress depth clipping. This can be done because it is an orthogonal projection and
3891 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3892 * Persia 3D need this.
3894 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3895 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3896 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3899 * Also note that this breaks z comparison against z values filled in with clear,
3900 * but no app depending on that and disabled clipping has been found yet. Comparing
3901 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3904 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3905 * but this would break Z buffer operation. Raising the range to something less than
3906 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3909 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width
, height
, -minZ
, -maxZ
);
3910 if (context
->render_offscreen
)
3912 glOrtho(X
, X
+ width
, -Y
, -Y
- height
, -minZ
, -maxZ
);
3914 glOrtho(X
, X
+ width
, Y
+ height
, Y
, -minZ
, -maxZ
);
3917 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3918 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3919 * unmodified to opengl.
3921 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3922 * replacement shader.
3924 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width
, height
, 1.0, -1.0);
3925 if (context
->render_offscreen
)
3927 glOrtho(X
, X
+ width
, -Y
, -Y
- height
, 0.0, -1.0);
3929 glOrtho(X
, X
+ width
, Y
+ height
, Y
, 0.0, -1.0);
3932 checkGLcall("glOrtho");
3934 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3935 glTranslatef(63.0f
/ 128.0f
, 63.0f
/ 128.0f
, 0.0f
);
3936 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3938 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3939 * render everything upside down when rendering offscreen. */
3940 if (context
->render_offscreen
)
3942 glScalef(1.0f
, -1.0f
, 1.0f
);
3943 checkGLcall("glScalef");
3946 /* The rule is that the window coordinate 0 does not correspond to the
3947 beginning of the first pixel, but the center of the first pixel.
3948 As a consequence if you want to correctly draw one line exactly from
3949 the left to the right end of the viewport (with all matrices set to
3950 be identity), the x coords of both ends of the line would be not
3951 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3954 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3955 divide by the Width/Height, so we need the half range(1.0) to translate by
3958 The other fun is that d3d's output z range after the transformation is [0;1],
3959 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3960 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3961 of Z buffer precision and the clear values do not match in the z test. Thus scale
3962 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3966 * Careful with the order of operations here, we're essentially working backwards:
3968 * y = (y - 1/h) * flip;
3972 * glTranslatef(0.0, 0.0, -1.0);
3973 * glScalef(1.0, 1.0, 2.0);
3975 * glScalef(1.0, flip, 1.0);
3976 * glTranslatef(1/w, -1/h, 0.0);
3978 * This is equivalent to:
3979 * glTranslatef(1/w, -flip/h, -1.0)
3980 * glScalef(1.0, flip, 2.0);
3983 /* Translate by slightly less than a half pixel to force a top-left
3984 * filling convention. We want the difference to be large enough that
3985 * it doesn't get lost due to rounding inside the driver, but small
3986 * enough to prevent it from interfering with any anti-aliasing. */
3987 GLfloat xoffset
= (63.0f
/ 64.0f
) / stateblock
->viewport
.Width
;
3988 GLfloat yoffset
= -(63.0f
/ 64.0f
) / stateblock
->viewport
.Height
;
3990 if (context
->render_offscreen
)
3992 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3993 * render everything upside down when rendering offscreen. */
3994 glTranslatef(xoffset
, -yoffset
, -1.0f
);
3995 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3996 glScalef(1.0f
, -1.0f
, 2.0f
);
3998 glTranslatef(xoffset
, yoffset
, -1.0f
);
3999 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
4000 glScalef(1.0f
, 1.0f
, 2.0f
);
4002 checkGLcall("glScalef");
4004 glMultMatrixf(&stateblock
->transforms
[WINED3DTS_PROJECTION
].u
.m
[0][0]);
4005 checkGLcall("glLoadMatrixf");
4009 /* This should match any arrays loaded in loadVertexData.
4010 * TODO: Only load / unload arrays if we have to.
4012 static inline void unloadVertexData(const struct wined3d_context
*context
)
4014 glDisableClientState(GL_VERTEX_ARRAY
);
4015 glDisableClientState(GL_NORMAL_ARRAY
);
4016 glDisableClientState(GL_COLOR_ARRAY
);
4017 if (context
->gl_info
->supported
[EXT_SECONDARY_COLOR
])
4019 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4021 if (context
->gl_info
->supported
[ARB_VERTEX_BLEND
])
4023 glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
4025 unloadTexCoords(context
);
4028 static inline void unload_numbered_array(IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
, int i
)
4030 GL_EXTCALL(glDisableVertexAttribArrayARB(i
));
4031 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4033 context
->numbered_array_mask
&= ~(1 << i
);
4036 /* This should match any arrays loaded in loadNumberedArrays
4037 * TODO: Only load / unload arrays if we have to.
4039 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4041 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4042 GLint maxAttribs
= 16;
4045 /* Leave all the attribs disabled */
4046 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB
, &maxAttribs
);
4047 /* MESA does not support it right not */
4048 if (glGetError() != GL_NO_ERROR
)
4050 for (i
= 0; i
< maxAttribs
; ++i
) {
4051 unload_numbered_array(stateblock
, context
, i
);
4055 static inline void loadNumberedArrays(IWineD3DStateBlockImpl
*stateblock
,
4056 const struct wined3d_stream_info
*stream_info
, struct wined3d_context
*context
)
4058 GLuint curVBO
= context
->gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4060 const UINT
*offset
= stateblock
->streamOffset
;
4061 struct wined3d_buffer
*vb
;
4062 DWORD_PTR shift_index
;
4064 /* Default to no instancing */
4065 stateblock
->device
->instancedDraw
= FALSE
;
4067 for (i
= 0; i
< MAX_ATTRIBS
; i
++) {
4068 if (!(stream_info
->use_map
& (1 << i
)))
4070 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(stateblock
, context
, i
);
4074 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4075 if (stateblock
->streamFlags
[stream_info
->elements
[i
].stream_idx
] & WINED3DSTREAMSOURCE_INSTANCEDATA
)
4077 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(stateblock
, context
, i
);
4078 stateblock
->device
->instancedDraw
= TRUE
;
4082 TRACE_(d3d_shader
)("Loading array %u [VBO=%u]\n", i
, stream_info
->elements
[i
].buffer_object
);
4084 if (stream_info
->elements
[i
].stride
)
4086 if (curVBO
!= stream_info
->elements
[i
].buffer_object
)
4088 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, stream_info
->elements
[i
].buffer_object
));
4089 checkGLcall("glBindBufferARB");
4090 curVBO
= stream_info
->elements
[i
].buffer_object
;
4092 vb
= (struct wined3d_buffer
*)stateblock
->streamSource
[stream_info
->elements
[i
].stream_idx
];
4093 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4094 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4095 * vbo we won't be load converted attributes anyway
4097 if (curVBO
&& vb
->conversion_shift
)
4099 TRACE("Loading attribute from shifted buffer\n");
4100 TRACE("Attrib %d has original stride %d, new stride %d\n",
4101 i
, stream_info
->elements
[i
].stride
, vb
->conversion_stride
);
4102 TRACE("Original offset %p, additional offset 0x%08x\n",
4103 stream_info
->elements
[i
].data
, vb
->conversion_shift
[(DWORD_PTR
)stream_info
->elements
[i
].data
]);
4104 TRACE("Opengl type %#x\n", stream_info
->elements
[i
].format_desc
->gl_vtx_type
);
4105 shift_index
= ((DWORD_PTR
)stream_info
->elements
[i
].data
+ offset
[stream_info
->elements
[i
].stream_idx
]);
4106 shift_index
= shift_index
% stream_info
->elements
[i
].stride
;
4107 GL_EXTCALL(glVertexAttribPointerARB(i
, stream_info
->elements
[i
].format_desc
->gl_vtx_format
,
4108 stream_info
->elements
[i
].format_desc
->gl_vtx_type
,
4109 stream_info
->elements
[i
].format_desc
->gl_normalized
,
4110 vb
->conversion_stride
, stream_info
->elements
[i
].data
+ vb
->conversion_shift
[shift_index
]
4111 + stateblock
->loadBaseVertexIndex
* stream_info
->elements
[i
].stride
4112 + offset
[stream_info
->elements
[i
].stream_idx
]));
4115 GL_EXTCALL(glVertexAttribPointerARB(i
, stream_info
->elements
[i
].format_desc
->gl_vtx_format
,
4116 stream_info
->elements
[i
].format_desc
->gl_vtx_type
,
4117 stream_info
->elements
[i
].format_desc
->gl_normalized
,
4118 stream_info
->elements
[i
].stride
, stream_info
->elements
[i
].data
4119 + stateblock
->loadBaseVertexIndex
* stream_info
->elements
[i
].stride
4120 + offset
[stream_info
->elements
[i
].stream_idx
]));
4123 if (!(context
->numbered_array_mask
& (1 << i
)))
4125 GL_EXTCALL(glEnableVertexAttribArrayARB(i
));
4126 context
->numbered_array_mask
|= (1 << i
);
4129 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4130 * set up the attribute statically. But we have to figure out the system memory address.
4132 const BYTE
*ptr
= stream_info
->elements
[i
].data
+ offset
[stream_info
->elements
[i
].stream_idx
];
4133 if (stream_info
->elements
[i
].buffer_object
)
4135 vb
= (struct wined3d_buffer
*)stateblock
->streamSource
[stream_info
->elements
[i
].stream_idx
];
4136 ptr
+= (long) buffer_get_sysmem(vb
);
4139 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(stateblock
, context
, i
);
4141 switch (stream_info
->elements
[i
].format_desc
->format
)
4143 case WINED3DFMT_R32_FLOAT
:
4144 GL_EXTCALL(glVertexAttrib1fvARB(i
, (const GLfloat
*)ptr
));
4146 case WINED3DFMT_R32G32_FLOAT
:
4147 GL_EXTCALL(glVertexAttrib2fvARB(i
, (const GLfloat
*)ptr
));
4149 case WINED3DFMT_R32G32B32_FLOAT
:
4150 GL_EXTCALL(glVertexAttrib3fvARB(i
, (const GLfloat
*)ptr
));
4152 case WINED3DFMT_R32G32B32A32_FLOAT
:
4153 GL_EXTCALL(glVertexAttrib4fvARB(i
, (const GLfloat
*)ptr
));
4156 case WINED3DFMT_R8G8B8A8_UINT
:
4157 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4159 case WINED3DFMT_B8G8R8A8_UNORM
:
4160 if (context
->gl_info
->supported
[EXT_VERTEX_ARRAY_BGRA
])
4162 const DWORD
*src
= (const DWORD
*)ptr
;
4163 DWORD c
= *src
& 0xff00ff00;
4164 c
|= (*src
& 0xff0000) >> 16;
4165 c
|= (*src
& 0xff) << 16;
4166 GL_EXTCALL(glVertexAttrib4NubvARB(i
, (GLubyte
*)&c
));
4169 /* else fallthrough */
4170 case WINED3DFMT_R8G8B8A8_UNORM
:
4171 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4174 case WINED3DFMT_R16G16_SINT
:
4175 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4177 case WINED3DFMT_R16G16B16A16_SINT
:
4178 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4181 case WINED3DFMT_R16G16_SNORM
:
4183 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4184 GL_EXTCALL(glVertexAttrib4NsvARB(i
, s
));
4187 case WINED3DFMT_R16G16_UNORM
:
4189 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4190 GL_EXTCALL(glVertexAttrib4NusvARB(i
, s
));
4193 case WINED3DFMT_R16G16B16A16_SNORM
:
4194 GL_EXTCALL(glVertexAttrib4NsvARB(i
, (const GLshort
*)ptr
));
4196 case WINED3DFMT_R16G16B16A16_UNORM
:
4197 GL_EXTCALL(glVertexAttrib4NusvARB(i
, (const GLushort
*)ptr
));
4200 case WINED3DFMT_R10G10B10A2_UINT
:
4201 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4202 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4204 case WINED3DFMT_R10G10B10A2_SNORM
:
4205 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4206 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4209 case WINED3DFMT_R16G16_FLOAT
:
4210 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4211 * byte float according to the IEEE standard
4213 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4215 case WINED3DFMT_R16G16B16A16_FLOAT
:
4216 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4220 ERR("Unexpected declaration in stride 0 attributes\n");
4226 checkGLcall("Loading numbered arrays");
4229 /* Used from 2 different functions, and too big to justify making it inlined */
4230 static void loadVertexData(const struct wined3d_context
*context
, IWineD3DStateBlockImpl
*stateblock
,
4231 const struct wined3d_stream_info
*si
)
4233 const UINT
*offset
= stateblock
->streamOffset
;
4234 GLuint curVBO
= context
->gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4235 const struct wined3d_stream_info_element
*e
;
4237 TRACE("Using fast vertex array code\n");
4239 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4240 stateblock
->device
->instancedDraw
= FALSE
;
4242 /* Blend Data ---------------------------------------------- */
4243 if ((si
->use_map
& (1 << WINED3D_FFP_BLENDWEIGHT
))
4244 || si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4246 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4248 if (context
->gl_info
->supported
[ARB_VERTEX_BLEND
])
4250 TRACE("Blend %d %p %d\n", e
->format_desc
->component_count
,
4251 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
, e
->stride
+ offset
[e
->stream_idx
]);
4253 glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4254 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4256 GL_EXTCALL(glVertexBlendARB(e
->format_desc
->component_count
+ 1));
4258 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4259 WINED3D_ATR_FORMAT(sd
->u
.s
.blendWeights
.dwType
) ,
4260 sd
->u
.s
.blendWeights
.dwStride
,
4261 sd
->u
.s
.blendWeights
.lpData
+ stateblock
->loadBaseVertexIndex
* sd
->u
.s
.blendWeights
.dwStride
+ offset
[sd
->u
.s
.blendWeights
.streamNo
]));
4263 if (curVBO
!= e
->buffer_object
)
4265 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->buffer_object
));
4266 checkGLcall("glBindBufferARB");
4267 curVBO
= e
->buffer_object
;
4270 GL_EXTCALL(glWeightPointerARB
)(e
->format_desc
->gl_vtx_format
, e
->format_desc
->gl_vtx_type
, e
->stride
,
4271 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4273 checkGLcall("glWeightPointerARB");
4275 if (si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4280 FIXME("blendMatrixIndices support\n");
4285 /* TODO: support blends in drawStridedSlow
4286 * No need to write a FIXME here, this is done after the general vertex decl decoding
4288 WARN("unsupported blending in openGl\n");
4293 if (context
->gl_info
->supported
[ARB_VERTEX_BLEND
])
4295 static const GLbyte one
= 1;
4296 GL_EXTCALL(glWeightbvARB(1, &one
));
4297 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4301 /* Point Size ----------------------------------------------*/
4302 if (si
->use_map
& (1 << WINED3D_FFP_PSIZE
))
4304 /* no such functionality in the fixed function GL pipeline */
4305 TRACE("Cannot change ptSize here in openGl\n");
4306 /* TODO: Implement this function in using shaders if they are available */
4309 /* Vertex Pointers -----------------------------------------*/
4310 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
4312 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e
->stride
, e
->size
, e
->data
));
4314 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4315 if (curVBO
!= e
->buffer_object
)
4317 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->buffer_object
));
4318 checkGLcall("glBindBufferARB");
4319 curVBO
= e
->buffer_object
;
4322 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4323 handling for rhw mode should not impact screen position whereas in GL it does.
4324 This may result in very slightly distorted textures in rhw mode.
4325 There's always the other option of fixing the view matrix to
4326 prevent w from having any effect.
4328 This only applies to user pointer sources, in VBOs the vertices are fixed up
4330 if (!e
->buffer_object
)
4332 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e
->format_desc
->gl_vtx_type
, e
->stride
,
4333 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4335 glVertexPointer(e
->format_desc
->gl_vtx_format
, e
->format_desc
->gl_vtx_type
, e
->stride
,
4336 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4338 checkGLcall("glVertexPointer(...)");
4339 glEnableClientState(GL_VERTEX_ARRAY
);
4340 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4343 /* Normals -------------------------------------------------*/
4344 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
4346 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e
->stride
, e
->data
));
4348 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4349 if (curVBO
!= e
->buffer_object
)
4351 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->buffer_object
));
4352 checkGLcall("glBindBufferARB");
4353 curVBO
= e
->buffer_object
;
4355 glNormalPointer(e
->format_desc
->gl_vtx_type
, e
->stride
,
4356 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4357 checkGLcall("glNormalPointer(...)");
4358 glEnableClientState(GL_NORMAL_ARRAY
);
4359 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4362 glNormal3f(0, 0, 0);
4363 checkGLcall("glNormal3f(0, 0, 0)");
4366 /* Diffuse Colour --------------------------------------------*/
4367 /* WARNING: Data here MUST be in RGBA format, so cannot */
4368 /* go directly into fast mode from app pgm, because */
4369 /* directx requires data in BGRA format. */
4370 /* currently fixupVertices swizzles the format, but this isn't*/
4371 /* very practical when using VBOs */
4372 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4373 /* , or the user doesn't care and wants the speed advantage */
4375 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
4377 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e
->stride
, e
->data
));
4379 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4380 if (curVBO
!= e
->buffer_object
)
4382 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->buffer_object
));
4383 checkGLcall("glBindBufferARB");
4384 curVBO
= e
->buffer_object
;
4387 glColorPointer(e
->format_desc
->gl_vtx_format
, e
->format_desc
->gl_vtx_type
, e
->stride
,
4388 e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4389 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4390 glEnableClientState(GL_COLOR_ARRAY
);
4391 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4394 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4395 checkGLcall("glColor4f(1, 1, 1, 1)");
4398 /* Specular Colour ------------------------------------------*/
4399 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
4401 TRACE("setting specular colour\n");
4402 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e
->stride
, e
->data
));
4404 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4405 if (context
->gl_info
->supported
[EXT_SECONDARY_COLOR
])
4407 GLenum type
= e
->format_desc
->gl_vtx_type
;
4408 GLint format
= e
->format_desc
->gl_vtx_format
;
4410 if (curVBO
!= e
->buffer_object
)
4412 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->buffer_object
));
4413 checkGLcall("glBindBufferARB");
4414 curVBO
= e
->buffer_object
;
4417 if (format
!= 4 || (context
->gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4419 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4420 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4421 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4422 * 4 component secondary colors use it
4424 GL_EXTCALL(glSecondaryColorPointerEXT
)(format
, type
,
4425 e
->stride
, e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4426 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4432 case GL_UNSIGNED_BYTE
:
4433 GL_EXTCALL(glSecondaryColorPointerEXT
)(3, GL_UNSIGNED_BYTE
,
4434 e
->stride
, e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4435 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4439 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4440 /* Make sure that the right color component is dropped */
4441 GL_EXTCALL(glSecondaryColorPointerEXT
)(3, type
,
4442 e
->stride
, e
->data
+ stateblock
->loadBaseVertexIndex
* e
->stride
+ offset
[e
->stream_idx
]);
4443 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4446 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4447 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4450 /* Missing specular color is not critical, no warnings */
4451 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4456 if (context
->gl_info
->supported
[EXT_SECONDARY_COLOR
])
4458 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4459 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4462 /* Missing specular color is not critical, no warnings */
4463 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4467 /* Texture coords -------------------------------------------*/
4468 loadTexCoords(context
, stateblock
, si
, &curVBO
);
4471 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info
*dataLocations
)
4473 /* Dump out what parts we have supplied */
4474 TRACE("Strided Data:\n");
4475 TRACE_STRIDED((dataLocations
), WINED3D_FFP_POSITION
);
4476 TRACE_STRIDED((dataLocations
), WINED3D_FFP_BLENDWEIGHT
);
4477 TRACE_STRIDED((dataLocations
), WINED3D_FFP_BLENDINDICES
);
4478 TRACE_STRIDED((dataLocations
), WINED3D_FFP_NORMAL
);
4479 TRACE_STRIDED((dataLocations
), WINED3D_FFP_PSIZE
);
4480 TRACE_STRIDED((dataLocations
), WINED3D_FFP_DIFFUSE
);
4481 TRACE_STRIDED((dataLocations
), WINED3D_FFP_SPECULAR
);
4482 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD0
);
4483 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD1
);
4484 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD2
);
4485 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD3
);
4486 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD4
);
4487 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD5
);
4488 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD6
);
4489 TRACE_STRIDED((dataLocations
), WINED3D_FFP_TEXCOORD7
);
4492 static void streamsrc(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4494 IWineD3DDeviceImpl
*device
= stateblock
->device
;
4496 struct wined3d_stream_info
*dataLocations
= &device
->strided_streams
;
4497 BOOL useVertexShaderFunction
;
4498 BOOL load_numbered
= FALSE
;
4499 BOOL load_named
= FALSE
;
4501 useVertexShaderFunction
= (device
->vs_selected_mode
!= SHADER_NONE
&& stateblock
->vertexShader
) ? TRUE
: FALSE
;
4503 if(device
->up_strided
) {
4504 /* Note: this is a ddraw fixed-function code path */
4505 TRACE("================ Strided Input ===================\n");
4506 device_stream_info_from_strided(context
->gl_info
, device
->up_strided
, dataLocations
);
4509 drawPrimitiveTraceDataLocations(dataLocations
);
4512 /* Note: This is a fixed function or shader codepath.
4513 * This means it must handle both types of strided data.
4514 * Shaders must go through here to zero the strided data, even if they
4515 * don't set any declaration at all
4517 TRACE("================ Vertex Declaration ===================\n");
4518 device_stream_info_from_declaration(device
, useVertexShaderFunction
, dataLocations
, &fixup
);
4521 if (dataLocations
->position_transformed
) useVertexShaderFunction
= FALSE
;
4523 if(useVertexShaderFunction
) {
4524 if(((IWineD3DVertexDeclarationImpl
*) stateblock
->vertexDecl
)->half_float_conv_needed
&& !fixup
) {
4525 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4526 device
->useDrawStridedSlow
= TRUE
;
4528 load_numbered
= TRUE
;
4529 device
->useDrawStridedSlow
= FALSE
;
4534 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
4535 slow_mask
|= -!context
->gl_info
->supported
[EXT_VERTEX_ARRAY_BGRA
]
4536 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
4538 if (fixup
|| (!dataLocations
->position_transformed
4539 && !(dataLocations
->use_map
& slow_mask
)))
4541 /* Load the vertex data using named arrays */
4543 device
->useDrawStridedSlow
= FALSE
;
4547 TRACE("Not loading vertex data\n");
4548 device
->useDrawStridedSlow
= TRUE
;
4552 if (context
->numberedArraysLoaded
&& !load_numbered
)
4554 unloadNumberedArrays(stateblock
, context
);
4555 context
->numberedArraysLoaded
= FALSE
;
4556 context
->numbered_array_mask
= 0;
4558 else if (context
->namedArraysLoaded
)
4560 unloadVertexData(context
);
4561 context
->namedArraysLoaded
= FALSE
;
4566 TRACE("Loading numbered arrays\n");
4567 loadNumberedArrays(stateblock
, dataLocations
, context
);
4568 context
->numberedArraysLoaded
= TRUE
;
4570 else if (load_named
)
4572 TRACE("Loading vertex data\n");
4573 loadVertexData(context
, stateblock
, dataLocations
);
4574 context
->namedArraysLoaded
= TRUE
;
4578 static void vertexdeclaration(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4580 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4581 BOOL updateFog
= FALSE
;
4582 BOOL useVertexShaderFunction
= use_vs(stateblock
);
4583 BOOL usePixelShaderFunction
= use_ps(stateblock
);
4584 IWineD3DDeviceImpl
*device
= stateblock
->device
;
4586 BOOL wasrhw
= context
->last_was_rhw
;
4589 transformed
= device
->strided_streams
.position_transformed
;
4590 if(transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
) {
4594 /* Reapply lighting if it is not scheduled for reapplication already */
4595 if(!isStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
))) {
4596 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING
), stateblock
, context
);
4600 context
->last_was_rhw
= TRUE
;
4603 /* Untransformed, so relies on the view and projection matrices */
4604 context
->last_was_rhw
= FALSE
;
4605 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4606 device
->untransformed
= TRUE
;
4608 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4609 * Not needed as long as only hw shaders are supported
4612 /* This sets the shader output position correction constants.
4613 * TODO: Move to the viewport state
4615 if (useVertexShaderFunction
)
4617 GLfloat yoffset
= -(63.0f
/ 64.0f
) / stateblock
->viewport
.Height
;
4618 device
->posFixup
[1] = context
->render_offscreen
? -1.0f
: 1.0f
;
4619 device
->posFixup
[3] = device
->posFixup
[1] * yoffset
;
4623 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4624 * off this function will be called again anyway to make sure they're properly set
4626 if(!useVertexShaderFunction
) {
4627 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4628 * or transformed / untransformed was switched
4630 if(wasrhw
!= context
->last_was_rhw
&&
4631 !isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
)) &&
4632 !isStateDirty(context
, STATE_VIEWPORT
)) {
4633 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION
), stateblock
, context
);
4635 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4638 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4639 * this check will fail and the matrix not applied again. This is OK because a simple
4640 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4641 * needs of the vertex declaration.
4643 * World and view matrix go into the same gl matrix, so only apply them when neither is
4646 if(transformed
!= wasrhw
&&
4647 !isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4648 !isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_VIEW
))) {
4649 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock
, context
);
4652 if(!isStateDirty(context
, STATE_RENDER(WINED3DRS_COLORVERTEX
))) {
4653 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX
), stateblock
, context
);
4656 if(context
->last_was_vshader
) {
4658 if(!device
->vs_clipping
&& !isStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE
))) {
4659 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE
), stateblock
, context
);
4661 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4663 clipplane(STATE_CLIPPLANE(i
), stateblock
, context
);
4666 if(!isStateDirty(context
, STATE_RENDER(WINED3DRS_NORMALIZENORMALS
))) {
4667 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS
), stateblock
, context
);
4670 if(!context
->last_was_vshader
) {
4671 static BOOL warned
= FALSE
;
4672 if(!device
->vs_clipping
) {
4673 /* Disable all clip planes to get defined results on all drivers. See comment in the
4674 * state_clipping state handler
4676 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4678 glDisable(GL_CLIP_PLANE0
+ i
);
4679 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4682 if(!warned
&& stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
]) {
4683 FIXME("Clipping not supported with vertex shaders\n");
4688 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4689 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4690 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4691 * fixed function vertex processing states back in a sane state before switching to shaders
4693 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
))) {
4694 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION
), stateblock
, context
);
4696 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4697 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock
, context
);
4702 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4703 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4704 * device->vs_clipping is false.
4706 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4708 clipplane(STATE_CLIPPLANE(i
), stateblock
, context
);
4713 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4716 if (!isStateDirty(context
, STATE_PIXELSHADER
)) {
4717 device
->shader_backend
->shader_select(context
, usePixelShaderFunction
, useVertexShaderFunction
);
4719 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (useVertexShaderFunction
|| usePixelShaderFunction
)) {
4720 shaderconstant(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
4724 context
->last_was_vshader
= useVertexShaderFunction
;
4727 device
->StateTable
[STATE_RENDER(WINED3DRS_FOGVERTEXMODE
)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), stateblock
, context
);
4729 if(!useVertexShaderFunction
) {
4731 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4732 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ i
))) {
4733 transform_texture(STATE_TEXTURESTAGE(i
, WINED3DTSS_TEXTURETRANSFORMFLAGS
), stateblock
, context
);
4739 static void viewport_miscpart(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4741 IWineD3DSurfaceImpl
*target
= (IWineD3DSurfaceImpl
*)stateblock
->device
->render_targets
[0];
4743 WINED3DVIEWPORT vp
= stateblock
->viewport
;
4745 if(vp
.Width
> target
->currentDesc
.Width
) vp
.Width
= target
->currentDesc
.Width
;
4746 if(vp
.Height
> target
->currentDesc
.Height
) vp
.Height
= target
->currentDesc
.Height
;
4748 glDepthRange(vp
.MinZ
, vp
.MaxZ
);
4749 checkGLcall("glDepthRange");
4750 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4752 if (context
->render_offscreen
)
4754 glViewport(vp
.X
, vp
.Y
, vp
.Width
, vp
.Height
);
4756 target
->get_drawable_size(context
, &width
, &height
);
4759 (height
- (vp
.Y
+ vp
.Height
)),
4760 vp
.Width
, vp
.Height
);
4763 checkGLcall("glViewport");
4766 static void viewport_vertexpart(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4768 GLfloat yoffset
= -(63.0f
/ 64.0f
) / stateblock
->viewport
.Height
;
4770 stateblock
->device
->posFixup
[2] = (63.0f
/ 64.0f
) / stateblock
->viewport
.Width
;
4771 stateblock
->device
->posFixup
[3] = stateblock
->device
->posFixup
[1] * yoffset
;
4773 if(!isStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
))) {
4774 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION
), stateblock
, context
);
4776 if(!isStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSCALEENABLE
))) {
4777 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), stateblock
, context
);
4781 static void light(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4783 UINT Index
= state
- STATE_ACTIVELIGHT(0);
4784 const struct wined3d_light_info
*lightInfo
= stateblock
->activeLights
[Index
];
4787 glDisable(GL_LIGHT0
+ Index
);
4788 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4791 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4793 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4794 glMatrixMode(GL_MODELVIEW
);
4796 glLoadMatrixf(&stateblock
->transforms
[WINED3DTS_VIEW
].u
.m
[0][0]);
4799 colRGBA
[0] = lightInfo
->OriginalParms
.Diffuse
.r
;
4800 colRGBA
[1] = lightInfo
->OriginalParms
.Diffuse
.g
;
4801 colRGBA
[2] = lightInfo
->OriginalParms
.Diffuse
.b
;
4802 colRGBA
[3] = lightInfo
->OriginalParms
.Diffuse
.a
;
4803 glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4804 checkGLcall("glLightfv");
4807 colRGBA
[0] = lightInfo
->OriginalParms
.Specular
.r
;
4808 colRGBA
[1] = lightInfo
->OriginalParms
.Specular
.g
;
4809 colRGBA
[2] = lightInfo
->OriginalParms
.Specular
.b
;
4810 colRGBA
[3] = lightInfo
->OriginalParms
.Specular
.a
;
4811 glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4812 checkGLcall("glLightfv");
4815 colRGBA
[0] = lightInfo
->OriginalParms
.Ambient
.r
;
4816 colRGBA
[1] = lightInfo
->OriginalParms
.Ambient
.g
;
4817 colRGBA
[2] = lightInfo
->OriginalParms
.Ambient
.b
;
4818 colRGBA
[3] = lightInfo
->OriginalParms
.Ambient
.a
;
4819 glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4820 checkGLcall("glLightfv");
4822 if ((lightInfo
->OriginalParms
.Range
*lightInfo
->OriginalParms
.Range
) >= FLT_MIN
) {
4823 quad_att
= 1.4f
/(lightInfo
->OriginalParms
.Range
*lightInfo
->OriginalParms
.Range
);
4825 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4828 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4829 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4830 * Attenuation0 to NaN and crashes in the gl lib
4833 switch (lightInfo
->OriginalParms
.Type
) {
4834 case WINED3DLIGHT_POINT
:
4836 glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4837 checkGLcall("glLightfv");
4838 glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4839 checkGLcall("glLightf");
4840 /* Attenuation - Are these right? guessing... */
4841 glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
, lightInfo
->OriginalParms
.Attenuation0
);
4842 checkGLcall("glLightf");
4843 glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
, lightInfo
->OriginalParms
.Attenuation1
);
4844 checkGLcall("glLightf");
4845 if (quad_att
< lightInfo
->OriginalParms
.Attenuation2
) quad_att
= lightInfo
->OriginalParms
.Attenuation2
;
4846 glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4847 checkGLcall("glLightf");
4851 case WINED3DLIGHT_SPOT
:
4853 glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4854 checkGLcall("glLightfv");
4856 glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->lightDirn
[0]);
4857 checkGLcall("glLightfv");
4858 glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4859 checkGLcall("glLightf");
4860 glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4861 checkGLcall("glLightf");
4862 /* Attenuation - Are these right? guessing... */
4863 glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
, lightInfo
->OriginalParms
.Attenuation0
);
4864 checkGLcall("glLightf");
4865 glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
, lightInfo
->OriginalParms
.Attenuation1
);
4866 checkGLcall("glLightf");
4867 if (quad_att
< lightInfo
->OriginalParms
.Attenuation2
) quad_att
= lightInfo
->OriginalParms
.Attenuation2
;
4868 glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4869 checkGLcall("glLightf");
4873 case WINED3DLIGHT_DIRECTIONAL
:
4875 glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]); /* Note gl uses w position of 0 for direction! */
4876 checkGLcall("glLightfv");
4877 glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4878 checkGLcall("glLightf");
4879 glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4880 checkGLcall("glLightf");
4884 FIXME("Unrecognized light type %d\n", lightInfo
->OriginalParms
.Type
);
4887 /* Restore the modelview matrix */
4890 glEnable(GL_LIGHT0
+ Index
);
4891 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4895 static void scissorrect(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4897 IWineD3DSurfaceImpl
*target
= (IWineD3DSurfaceImpl
*)stateblock
->device
->render_targets
[0];
4898 RECT
*pRect
= &stateblock
->scissorRect
;
4902 target
->get_drawable_size(context
, &width
, &height
);
4903 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4904 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4906 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock
->device
, pRect
->left
, pRect
->bottom
- height
,
4907 pRect
->right
- pRect
->left
, pRect
->bottom
- pRect
->top
);
4909 if (context
->render_offscreen
)
4911 glScissor(pRect
->left
, pRect
->top
, pRect
->right
- pRect
->left
, pRect
->bottom
- pRect
->top
);
4913 glScissor(pRect
->left
, height
- pRect
->bottom
, pRect
->right
- pRect
->left
, pRect
->bottom
- pRect
->top
);
4915 checkGLcall("glScissor");
4918 static void indexbuffer(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4920 if(stateblock
->streamIsUP
|| stateblock
->pIndexData
== NULL
) {
4921 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, 0));
4923 struct wined3d_buffer
*ib
= (struct wined3d_buffer
*) stateblock
->pIndexData
;
4924 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, ib
->buffer_object
));
4928 static void frontface(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
4930 if (context
->render_offscreen
)
4932 glFrontFace(GL_CCW
);
4933 checkGLcall("glFrontFace(GL_CCW)");
4936 checkGLcall("glFrontFace(GL_CW)");
4940 const struct StateEntryTemplate misc_state_template
[] = {
4941 { STATE_RENDER(WINED3DRS_SRCBLEND
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_RENDER(WINED3DRS_DESTBLEND
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_RENDER(WINED3DRS_BLENDOPALPHA
), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_STREAMSRC
, { STATE_VDECL
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_VDECL
, { STATE_VDECL
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4955 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4956 * vshader loadings are untied from each other
4958 { STATE_VERTEXSHADERCONSTANT
, { STATE_VERTEXSHADERCONSTANT
, shaderconstant
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_PIXELSHADERCONSTANT
, { STATE_VERTEXSHADERCONSTANT
, shaderconstant
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), shader_bumpenvmat
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlscale
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
5011 { STATE_RENDER(WINED3DRS_ANTIALIAS
), { STATE_RENDER(WINED3DRS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE
), state_perspective
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_RENDER(WINED3DRS_ZENABLE
), { STATE_RENDER(WINED3DRS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_RENDER(WINED3DRS_WRAPU
), { STATE_RENDER(WINED3DRS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_RENDER(WINED3DRS_WRAPV
), { STATE_RENDER(WINED3DRS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_RENDER(WINED3DRS_FILLMODE
), { STATE_RENDER(WINED3DRS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_RENDER(WINED3DRS_SHADEMODE
), { STATE_RENDER(WINED3DRS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_RENDER(WINED3DRS_LINEPATTERN
), { STATE_RENDER(WINED3DRS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_RENDER(WINED3DRS_MONOENABLE
), { STATE_RENDER(WINED3DRS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_RENDER(WINED3DRS_ROP2
), { STATE_RENDER(WINED3DRS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_RENDER(WINED3DRS_PLANEMASK
), { STATE_RENDER(WINED3DRS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_RENDER(WINED3DRS_ZWRITEENABLE
), { STATE_RENDER(WINED3DRS_ZWRITEENABLE
), state_zwritenable
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), state_alpha
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_RENDER(WINED3DRS_ALPHAREF
), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), state_alpha
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_RENDER(WINED3DRS_ALPHAFUNC
), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), state_alpha
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_RENDER(WINED3DRS_COLORKEYENABLE
), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), state_alpha
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_RENDER(WINED3DRS_LASTPIXEL
), { STATE_RENDER(WINED3DRS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_RENDER(WINED3DRS_CULLMODE
), { STATE_RENDER(WINED3DRS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_RENDER(WINED3DRS_ZFUNC
), { STATE_RENDER(WINED3DRS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_RENDER(WINED3DRS_DITHERENABLE
), { STATE_RENDER(WINED3DRS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_RENDER(WINED3DRS_SUBPIXEL
), { STATE_RENDER(WINED3DRS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_RENDER(WINED3DRS_SUBPIXELX
), { STATE_RENDER(WINED3DRS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA
), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_RENDER(WINED3DRS_ZBIAS
), { STATE_RENDER(WINED3DRS_ZBIAS
), state_zbias
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_RENDER(WINED3DRS_STIPPLEENABLE
), { STATE_RENDER(WINED3DRS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_RENDER(WINED3DRS_ANISOTROPY
), { STATE_RENDER(WINED3DRS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_RENDER(WINED3DRS_FLUSHBATCH
), { STATE_RENDER(WINED3DRS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT
), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT
), state_translucentsi
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_RENDER(WINED3DRS_STENCILENABLE
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_RENDER(WINED3DRS_STENCILFAIL
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_RENDER(WINED3DRS_STENCILZFAIL
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_RENDER(WINED3DRS_STENCILPASS
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_RENDER(WINED3DRS_STENCILFUNC
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_RENDER(WINED3DRS_STENCILREF
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_RENDER(WINED3DRS_STENCILMASK
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK
), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
5048 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK
), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC
), { STATE_RENDER(WINED3DRS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_RENDER(WINED3DRS_WRAP0
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_RENDER(WINED3DRS_WRAP1
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_RENDER(WINED3DRS_WRAP2
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3DRS_WRAP3
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_RENDER(WINED3DRS_WRAP4
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3DRS_WRAP5
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_RENDER(WINED3DRS_WRAP6
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3DRS_WRAP7
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_RENDER(WINED3DRS_WRAP8
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_RENDER(WINED3DRS_WRAP9
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_RENDER(WINED3DRS_WRAP10
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_RENDER(WINED3DRS_WRAP11
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_RENDER(WINED3DRS_WRAP12
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_RENDER(WINED3DRS_WRAP13
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_RENDER(WINED3DRS_WRAP14
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_RENDER(WINED3DRS_WRAP15
), { STATE_RENDER(WINED3DRS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_RENDER(WINED3DRS_EXTENTS
), { STATE_RENDER(WINED3DRS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS
), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_RENDER(WINED3DRS_POSITIONDEGREE
), { STATE_RENDER(WINED3DRS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_RENDER(WINED3DRS_NORMALDEGREE
), { STATE_RENDER(WINED3DRS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION
), state_tessellation
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5085 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_RENDER(WINED3DRS_BLENDOP
), { STATE_RENDER(WINED3DRS_BLENDOP
), state_blendop
}, EXT_BLEND_MINMAX
},
5090 { STATE_RENDER(WINED3DRS_BLENDOP
), { STATE_RENDER(WINED3DRS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3DRS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_RENDER(WINED3DRS_BLENDFACTOR
), { STATE_RENDER(WINED3DRS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5097 { STATE_RENDER(WINED3DRS_BLENDFACTOR
), { STATE_RENDER(WINED3DRS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_RENDER(WINED3DRS_DEPTHBIAS
), { STATE_RENDER(WINED3DRS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5120 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5123 const struct StateEntryTemplate ffp_vertexstate_template
[] = {
5124 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_VSHADER
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_MATERIAL
, { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5172 /* Transform states follow */
5173 { STATE_TRANSFORM(WINED3DTS_VIEW
), { STATE_TRANSFORM(WINED3DTS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TRANSFORM(WINED3DTS_PROJECTION
), { STATE_TRANSFORM(WINED3DTS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TRANSFORM(WINED3DTS_TEXTURE0
), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TRANSFORM(WINED3DTS_TEXTURE1
), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TRANSFORM(WINED3DTS_TEXTURE2
), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TRANSFORM(WINED3DTS_TEXTURE3
), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TRANSFORM(WINED3DTS_TEXTURE4
), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TRANSFORM(WINED3DTS_TEXTURE5
), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_TRANSFORM(WINED3DTS_TEXTURE6
), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_TRANSFORM(WINED3DTS_TEXTURE7
), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5411 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5417 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5418 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5421 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5422 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5423 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5424 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5425 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5426 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5427 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5428 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5430 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5431 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5433 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5434 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5436 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5437 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5439 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5440 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5442 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5443 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5445 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5446 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),transform_texture
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5448 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5449 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5450 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5451 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5452 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5453 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5454 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX
), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5457 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5458 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE
), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE
), state_rangefog
}, NV_FOG_DISTANCE
},
5460 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE
), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE
), state_rangefog_w
}, WINED3D_GL_EXT_NONE
},
5461 { STATE_RENDER(WINED3DRS_CLIPPING
), { STATE_RENDER(WINED3DRS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5462 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3DRS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5463 { STATE_RENDER(WINED3DRS_LIGHTING
), { STATE_RENDER(WINED3DRS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5464 { STATE_RENDER(WINED3DRS_AMBIENT
), { STATE_RENDER(WINED3DRS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5465 { STATE_RENDER(WINED3DRS_COLORVERTEX
), { STATE_RENDER(WINED3DRS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5466 { STATE_RENDER(WINED3DRS_LOCALVIEWER
), { STATE_RENDER(WINED3DRS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5467 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS
), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5468 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3DRS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3DRS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5470 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3DRS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5471 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3DRS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_RENDER(WINED3DRS_VERTEXBLEND
), { STATE_RENDER(WINED3DRS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5473 { STATE_RENDER(WINED3DRS_VERTEXBLEND
), { STATE_RENDER(WINED3DRS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5474 { STATE_RENDER(WINED3DRS_POINTSIZE
), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5476 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5477 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5479 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5480 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_RENDER(WINED3DRS_POINTSCALE_A
), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5482 { STATE_RENDER(WINED3DRS_POINTSCALE_B
), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5483 { STATE_RENDER(WINED3DRS_POINTSCALE_C
), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5484 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX
), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5485 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX
), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5486 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX
), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5487 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5488 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5489 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5491 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5492 { STATE_SAMPLER(0), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5493 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5494 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5495 { STATE_SAMPLER(1), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5496 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5498 { STATE_SAMPLER(2), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5499 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5501 { STATE_SAMPLER(3), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5502 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5504 { STATE_SAMPLER(4), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5505 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5507 { STATE_SAMPLER(5), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5508 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5510 { STATE_SAMPLER(6), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5511 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5513 { STATE_SAMPLER(7), { 0, NULL
}, WINE_NORMALIZED_TEXRECT
},
5514 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5515 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5518 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5519 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5521 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5522 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5524 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5525 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5528 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5529 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5530 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5531 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5534 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5535 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5536 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5537 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5538 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5539 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5540 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5541 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5542 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5543 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5544 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5545 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5546 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5547 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5548 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5549 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5550 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5551 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5552 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5553 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5554 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5555 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5556 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5557 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5558 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5559 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5560 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5561 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5562 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5563 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5564 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5565 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5566 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5567 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5568 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5569 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5570 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5571 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5572 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5573 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5574 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5575 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5576 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5577 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5578 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5579 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5580 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5581 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5582 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5583 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5584 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5585 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5586 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5587 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5588 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5589 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5590 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5591 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5592 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5593 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5594 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5595 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5596 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5597 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5598 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl
}, WINED3D_GL_EXT_NONE
},
5599 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5600 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5601 { STATE_RENDER(WINED3DRS_BORDERCOLOR
), { STATE_RENDER(WINED3DRS_BORDERCOLOR
), state_bordercolor
}, WINED3D_GL_EXT_NONE
},
5602 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5603 { STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5604 { STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5605 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5606 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5607 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5608 { STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5609 { STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5610 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5611 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5612 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5613 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5614 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5615 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5616 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5617 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5618 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5620 #undef GLINFO_LOCATION
5622 /* Context activation is done by the caller. */
5623 static void ffp_enable(IWineD3DDevice
*iface
, BOOL enable
) { }
5625 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype
,
5626 const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*pCaps
)
5628 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
5629 WINED3DTEXOPCAPS_ADDSIGNED
|
5630 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5631 WINED3DTEXOPCAPS_MODULATE
|
5632 WINED3DTEXOPCAPS_MODULATE2X
|
5633 WINED3DTEXOPCAPS_MODULATE4X
|
5634 WINED3DTEXOPCAPS_SELECTARG1
|
5635 WINED3DTEXOPCAPS_SELECTARG2
|
5636 WINED3DTEXOPCAPS_DISABLE
;
5638 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5639 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5640 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5642 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5643 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5644 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5645 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5646 WINED3DTEXOPCAPS_LERP
|
5647 WINED3DTEXOPCAPS_SUBTRACT
;
5649 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5650 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5652 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
|
5653 WINED3DTEXOPCAPS_MULTIPLYADD
|
5654 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5655 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5656 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5658 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5659 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5661 pCaps
->MaxTextureBlendStages
= gl_info
->limits
.texture_stages
;
5662 pCaps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5665 static HRESULT
ffp_fragment_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
5666 static void ffp_fragment_free(IWineD3DDevice
*iface
) {}
5667 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5671 TRACE("Checking support for fixup:\n");
5672 dump_color_fixup_desc(fixup
);
5675 /* We only support identity conversions. */
5676 if (is_identity_fixup(fixup
))
5682 TRACE("[FAILED]\n");
5686 const struct fragment_pipeline ffp_fragment_pipeline
= {
5688 ffp_fragment_get_caps
,
5691 ffp_color_fixup_supported
,
5692 ffp_fragmentstate_template
,
5693 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */
5696 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5699 for(i
= 0; funcs
[i
]; i
++);
5703 static void multistate_apply_2(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5705 stateblock
->device
->multistate_funcs
[state
][0](state
, stateblock
, context
);
5706 stateblock
->device
->multistate_funcs
[state
][1](state
, stateblock
, context
);
5709 static void multistate_apply_3(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5711 stateblock
->device
->multistate_funcs
[state
][0](state
, stateblock
, context
);
5712 stateblock
->device
->multistate_funcs
[state
][1](state
, stateblock
, context
);
5713 stateblock
->device
->multistate_funcs
[state
][2](state
, stateblock
, context
);
5716 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5717 const struct wined3d_gl_info
*gl_info
, const struct StateEntryTemplate
*vertex
,
5718 const struct fragment_pipeline
*fragment
, const struct StateEntryTemplate
*misc
)
5720 unsigned int i
, type
, handlers
;
5721 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5722 const struct StateEntryTemplate
*cur
;
5723 BOOL set
[STATE_HIGHEST
+ 1];
5725 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5727 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5728 StateTable
[i
].representative
= 0;
5729 StateTable
[i
].apply
= state_undefined
;
5732 for(type
= 0; type
< 3; type
++) {
5733 /* This switch decides the order in which the states are applied */
5735 case 0: cur
= misc
; break;
5736 case 1: cur
= fragment
->states
; break;
5737 case 2: cur
= vertex
; break;
5738 default: cur
= NULL
; /* Stupid compiler */
5742 /* GL extension filtering should not prevent multiple handlers being applied from different
5745 memset(set
, 0, sizeof(set
));
5747 for(i
= 0; cur
[i
].state
; i
++) {
5748 APPLYSTATEFUNC
*funcs_array
;
5750 /* Only use the first matching state with the available extension from one template.
5752 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5753 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5755 * if GL_XYZ_fancy is supported, ignore the 2nd line
5757 if(set
[cur
[i
].state
]) continue;
5758 /* Skip state lines depending on unsupported extensions */
5759 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
5760 set
[cur
[i
].state
] = TRUE
;
5761 /* In some cases having an extension means that nothing has to be
5762 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5763 * supported, the texture coordinate fixup can be ignored. If the
5764 * apply function is used, mark the state set(done above) to prevent
5765 * applying later lines, but do not record anything in the state
5768 if(!cur
[i
].content
.apply
) continue;
5770 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5771 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5774 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5777 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
5778 dev_multistate_funcs
[cur
[i
].state
] = HeapAlloc(GetProcessHeap(),
5780 sizeof(**dev_multistate_funcs
) * 2);
5781 if (!dev_multistate_funcs
[cur
[i
].state
]) {
5785 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5786 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5789 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
5790 funcs_array
= HeapReAlloc(GetProcessHeap(),
5792 dev_multistate_funcs
[cur
[i
].state
],
5793 sizeof(**dev_multistate_funcs
) * 3);
5798 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5799 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5802 ERR("Unexpected amount of state handlers for state %u: %u\n",
5803 cur
[i
].state
, handlers
+ 1);
5806 if(StateTable
[cur
[i
].state
].representative
&&
5807 StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
) {
5808 FIXME("State %u has different representatives in different pipeline parts\n",
5811 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5818 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
5819 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
5822 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
5824 return E_OUTOFMEMORY
;