Sweden-Number/dlls/wined3d/state.c

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2006-12-05 23:36:10 +01:00
/*
* Direct3D state management
*
* Copyright 2002 Lionel Ulmer
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Henri Verbeet
2008-03-29 02:36:13 +01:00
* Copyright 2006-2008 Stefan D<EFBFBD>singer for CodeWeavers
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* Used for states which are not mapped to a gl state as-is, but used somehow different,
* e.g as a parameter for drawing, or which are unimplemented in windows d3d
*/
if(STATE_IS_RENDER(state)) {
WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
} else {
/* Shouldn't have an unknown type here */
FIXME("%d no direct mapping to gl of state with unknown type\n", state);
}
}
static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* Print a WARN, this allows the stateblock code to loop over all states to generate a display
* list without causing confusing terminal output. Deliberately no special debug name here
* because its undefined.
*/
WARN("undefined state %d\n", state);
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}
static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
switch(Value) {
case WINED3DFILL_POINT:
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
break;
case WINED3DFILL_WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
break;
case WINED3DFILL_SOLID:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
break;
default:
FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
}
}
static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL transformed;
/* Lighting is not enabled if transformed vertices are drawn
* but lighting does not affect the stream sources, so it is not grouped for performance reasons.
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* This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
* vertex declaration applying function calls this function for updating
*/
if(isStateDirty(context, STATE_VDECL)) {
return;
}
transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
} else {
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
}
}
static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* No z test without depth stencil buffers */
if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
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TRACE("No Z buffer - disabling depth test\n");
glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
checkGLcall("glDisable GL_DEPTH_TEST");
return;
}
switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
case WINED3DZB_FALSE:
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
break;
case WINED3DZB_TRUE:
glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
break;
case WINED3DZB_USEW:
glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
FIXME("W buffer is not well handled\n");
break;
default:
FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
}
}
static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
* switch
*/
switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
case WINED3DCULL_NONE:
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
break;
case WINED3DCULL_CW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
glCullFace(GL_FRONT);
checkGLcall("glCullFace(GL_FRONT)");
break;
case WINED3DCULL_CCW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
glCullFace(GL_BACK);
checkGLcall("glCullFace(GL_BACK)");
break;
default:
FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
}
}
static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
case WINED3DSHADE_FLAT:
glShadeModel(GL_FLAT);
checkGLcall("glShadeModel(GL_FLAT)");
break;
case WINED3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
checkGLcall("glShadeModel(GL_SMOOTH)");
break;
case WINED3DSHADE_PHONG:
FIXME("WINED3DSHADE_PHONG isn't supported\n");
break;
default:
FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
}
}
static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
} else {
glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
}
static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
* this has to be merged with ZENABLE and ZFUNC
*/
if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
glDepthMask(1);
checkGLcall("glDepthMask(1)");
} else {
glDepthMask(0);
checkGLcall("glDepthMask(0)");
}
}
static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
if(glParm) {
if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
static BOOL once = FALSE;
/* There are a few issues with this: First, our inability to
* select a proper Z depth, most of the time we're stuck with
* D24S8, even if the app selects D32 or D16. There seem to be
* some other precision problems which have to be debugged to
* make NOTEQUAL and EQUAL work properly
*/
if(!once) {
once = TRUE;
FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
}
}
glDepthFunc(glParm);
checkGLcall("glDepthFunc");
}
}
static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
checkGLcall("glLightModel for MODEL_AMBIENT");
}
static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
int srcBlend = GL_ZERO;
int dstBlend = GL_ZERO;
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const StaticPixelFormatDesc *rtFormat;
IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
/* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
const GlPixelFormatDesc *glDesc;
getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
/* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
* The d3d9 visual test confirms the behavior. */
if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
return;
} else {
glEnable(GL_BLEND);
checkGLcall("glEnable GL_BLEND");
}
} else {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
/* Nothing more to do - get out */
return;
};
switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
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/* To compensate the lack of format switching with backbuffer offscreen rendering,
* and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
* if the render target doesn't support alpha blending. A nonexistent alpha channel
* returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
*/
case WINED3DBLEND_DESTALPHA :
rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
break;
case WINED3DBLEND_INVDESTALPHA :
rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
break;
case WINED3DBLEND_SRCALPHASAT :
dstBlend = GL_SRC_ALPHA_SATURATE;
WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
break;
/* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
* values which are still valid up to d3d9. They should not occur as dest blend values
*/
case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
srcBlend = GL_SRC_ALPHA;
FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
break;
case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
srcBlend = GL_ONE_MINUS_SRC_ALPHA;
FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
break;
case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
default:
FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
}
switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
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case WINED3DBLEND_DESTALPHA :
rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
break;
case WINED3DBLEND_INVDESTALPHA :
rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
break;
case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
dstBlend = GL_ONE_MINUS_SRC_ALPHA;
break;
case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
dstBlend = GL_SRC_ALPHA;
break;
case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
default:
FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
}
if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
glEnable(GL_LINE_SMOOTH);
checkGLcall("glEnable(GL_LINE_SMOOTH)");
if(srcBlend != GL_SRC_ALPHA) {
WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
}
if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
}
} else {
glDisable(GL_LINE_SMOOTH);
checkGLcall("glDisable(GL_LINE_SMOOTH)");
}
/* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
}
if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
int srcBlendAlpha = GL_ZERO;
int dstBlendAlpha = GL_ZERO;
/* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
return;
}
switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
case WINED3DBLEND_SRCALPHASAT :
dstBlend = GL_SRC_ALPHA_SATURATE;
WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
break;
/* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
* values which are still valid up to d3d9. They should not occur as dest blend values
*/
case WINED3DBLEND_BOTHSRCALPHA :
dstBlendAlpha = GL_SRC_ALPHA;
srcBlendAlpha = GL_SRC_ALPHA;
FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
break;
case WINED3DBLEND_BOTHINVSRCALPHA :
dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
break;
case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
default:
FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
}
switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
case WINED3DBLEND_BOTHSRCALPHA :
srcBlendAlpha = GL_SRC_ALPHA;
dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
break;
case WINED3DBLEND_BOTHINVSRCALPHA :
srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
dstBlendAlpha = GL_SRC_ALPHA;
break;
case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
default:
FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
}
GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
checkGLcall("glBlendFuncSeparateEXT");
} else {
TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
glBlendFunc(srcBlend, dstBlend);
checkGLcall("glBlendFunc");
}
/* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
so it may need updating */
if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
}
}
static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
return;
}
TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
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GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
checkGLcall("glBlendColor");
}
static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
int glParm = 0;
float ref;
BOOL enable_ckey = FALSE;
IWineD3DSurfaceImpl *surf;
/* Find out if the texture on the first stage has a ckey set
* The alpha state func reads the texture settings, even though alpha and texture are not grouped
* together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
* used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
* in case it finds some texture+colorkeyenable combination which needs extra care.
*/
if(stateblock->textures[0] && (
stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
/* The surface conversion does not do color keying conversion for surfaces that have an alpha
* channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
* surface has alpha bits
*/
if(fmt->alphaMask == 0x00000000) {
enable_ckey = TRUE;
}
}
}
if(enable_ckey || context->last_was_ckey) {
const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
}
context->last_was_ckey = enable_ckey;
if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
/* Alpha test is disabled, don't bother setting the params - it will happen on the next
* enable call
*/
return;
}
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
glParm = GL_NOTEQUAL;
ref = 0.0;
} else {
ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
}
if(glParm) {
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
}
static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD enable = 0xFFFFFFFF;
DWORD disable = 0x00000000;
if (use_vs(stateblock->wineD3DDevice)) {
/* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
* so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
2008-01-09 20:37:05 +01:00
* conditions I got sick of tracking down. The shader state handler disables all clip planes because
* of that - don't do anything here and keep them disabled
*/
if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
static BOOL warned = FALSE;
if(!warned) {
FIXME("Clipping not supported with vertex shaders\n");
warned = TRUE;
}
}
return;
}
2007-06-07 11:48:55 +02:00
/* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
* of already set values
*/
/* If enabling / disabling all
* TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
*/
if (stateblock->renderState[WINED3DRS_CLIPPING]) {
enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
glDisable(GL_DEPTH_CLAMP_NV);
checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
}
} else {
disable = 0xffffffff;
enable = 0x00;
if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
glEnable(GL_DEPTH_CLAMP_NV);
checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
}
}
if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
/** update clipping status */
if (enable) {
stateblock->clip_status.ClipUnion = 0;
stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
} else {
stateblock->clip_status.ClipUnion = 0;
stateblock->clip_status.ClipIntersection = 0;
}
}
static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
int blendEquation = GL_FUNC_ADD;
int blendEquationAlpha = GL_FUNC_ADD;
if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
return;
}
/* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
return;
}
switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
default:
FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
}
switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
default:
FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
}
if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
checkGLcall("glBlendEquationSeparateEXT");
} else {
TRACE("glBlendEquation(%x)\n", blendEquation);
GL_EXTCALL(glBlendEquationEXT(blendEquation));
checkGLcall("glBlendEquation");
}
}
static void
state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
* and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
* specular color. This is wrong:
* Separate specular color means the specular colour is maintained separately, whereas
* single color means it is merged in. However in both cases they are being used to
* some extent.
* To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
* NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
* running 1.4 yet!
*
*
* If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
* Instead, we need to setup the FinalCombiner properly.
*
* The default setup for the FinalCombiner is:
*
* <variable> <input> <mapping> <usage>
* GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
* GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
*
* That's pretty much fine as it is, except for variable B, which needs to take
* either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
* whether WINED3DRS_SPECULARENABLE is enabled or not.
*/
TRACE("Setting specular enable state and materials\n");
if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
checkGLcall("glMaterialfv");
if(stateblock->material.Power > GL_LIMITS(shininess)) {
/* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
* and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
* allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
* value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
2008-04-22 08:18:14 +02:00
* them, it should be safe to do so without major visual distortions.
*/
WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
} else {
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
}
2007-12-19 19:12:12 +01:00
checkGLcall("glMaterialf(GL_SHININESS)");
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glEnable(GL_COLOR_SUM_EXT);
} else {
TRACE("Specular colors cannot be enabled in this version of opengl\n");
}
checkGLcall("glEnable(GL_COLOR_SUM)");
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
checkGLcall("glFinalCombinerInputNV()");
}
} else {
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* for the case of enabled lighting: */
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
/* for the case of disabled lighting: */
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glDisable(GL_COLOR_SUM_EXT);
} else {
TRACE("Specular colors cannot be disabled in this version of opengl\n");
}
checkGLcall("glDisable(GL_COLOR_SUM)");
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
checkGLcall("glFinalCombinerInputNV()");
}
}
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
stateblock->material.Ambient.b, stateblock->material.Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
stateblock->material.Specular.b, stateblock->material.Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
stateblock->material.Emissive.b, stateblock->material.Emissive.a);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
checkGLcall("glMaterialfv(GL_AMBIENT)");
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
checkGLcall("glMaterialfv(GL_DIFFUSE)");
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
checkGLcall("glMaterialfv(GL_EMISSION)");
}
static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
unsigned int i;
/* Note the texture color applies to all textures whereas
* GL_TEXTURE_ENV_COLOR applies to active only
*/
float col[4];
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
/* And now the default texture color as well */
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
/* Note the WINED3DRS value applies to all textures, but GL has one
* per texture, so apply it now ready to be used!
*/
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i>0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
} else {
GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
}
}
static void
renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
GL_EXTCALL(glActiveStencilFaceEXT(face));
checkGLcall("glActiveStencilFaceEXT(...)");
glStencilFunc(func, ref, mask);
checkGLcall("glStencilFunc(...)");
glStencilOp(stencilFail, depthFail, stencilPass);
checkGLcall("glStencilOp(...)");
}
static void
state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD onesided_enable = FALSE;
DWORD twosided_enable = FALSE;
GLint func = GL_ALWAYS;
GLint func_ccw = GL_ALWAYS;
GLint ref = 0;
GLuint mask = 0;
GLint stencilFail = GL_KEEP;
GLint depthFail = GL_KEEP;
GLint stencilPass = GL_KEEP;
GLint stencilFail_ccw = GL_KEEP;
GLint depthFail_ccw = GL_KEEP;
GLint stencilPass_ccw = GL_KEEP;
/* No stencil test without a stencil buffer */
if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
return;
}
2007-07-30 19:28:33 +02:00
onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
func = GL_ALWAYS;
if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
2007-09-14 11:57:42 +02:00
func_ccw = GL_ALWAYS;
2007-07-30 19:28:33 +02:00
ref = stateblock->renderState[WINED3DRS_STENCILREF];
mask = stateblock->renderState[WINED3DRS_STENCILMASK];
stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
"GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
"GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
onesided_enable, twosided_enable, ref, mask,
func, stencilFail, depthFail, stencilPass,
func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
if (twosided_enable && onesided_enable) {
glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
/* Apply back first, then front. This function calls glActiveStencilFaceEXT,
* which has an effect on the code below too. If we apply the front face
* afterwards, we are sure that the active stencil face is set to front,
* and other stencil functions which do not use two sided stencil do not have
* to set it back
*/
renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
stencilFail, depthFail, stencilPass);
} else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
checkGLcall("glStencilFuncSeparateATI(...)");
GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
} else {
ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
}
} else if(onesided_enable) {
if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
}
/* This code disables the ATI extension as well, since the standard stencil functions are equal
* to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
*/
glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
glStencilFunc(func, ref, mask);
checkGLcall("glStencilFunc(...)");
glStencilOp(stencilFail, depthFail, stencilPass);
checkGLcall("glStencilOp(...)");
} else {
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
}
}
static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD mask;
if(stateblock->wineD3DDevice->stencilBufferTarget) {
mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
} else {
mask = 0;
}
if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
glStencilMask(mask);
checkGLcall("glStencilMask");
GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
glStencilMask(mask);
} else {
glStencilMask(mask);
}
checkGLcall("glStencilMask");
}
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
float fogstart, fogend;
union {
DWORD d;
float f;
} tmpvalue;
if (!fogenable) {
/* No fog? Disable it, and we're done :-) */
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
if( use_ps(stateblock->wineD3DDevice)
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
/* disable fog in the pixel shader
* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
glFogf(GL_FOG_START, 0.0f);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_START, fogstart)");
glFogf(GL_FOG_END, 1.0f);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_END, fogend)");
}
return;
}
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
fogstart = tmpvalue.f;
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
fogend = tmpvalue.f;
/* Fog Rules:
*
* With fixed function vertex processing, Direct3D knows 2 different fog input sources.
* It can use the Z value of the vertex, or the alpha component of the specular color.
* This depends on the fog vertex, fog table and the vertex declaration. If the Z value
* is used, fogstart, fogend and the equation type are used, otherwise linear fog with
* start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
*
* FOGTABLEMODE != NONE:
* The Z value is used, with the equation specified, no matter what vertex type.
*
* FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
* Per vertex fog is calculated using the specified fog equation and the parameters
*
* FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
* FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
* Linear fog with start = 255.0, end = 0.0, input comes from the specular color
*
*
* Rules for vertex fog with shaders:
*
* When mixing fixed function functionality with the programmable pipeline, D3D expects
* the fog computation to happen during transformation while openGL expects it to happen
* during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
* the pixel shader while openGL always expects the pixel shader to handle the blending.
* To solve this problem, WineD3D does:
* 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
* shader,
* and 2) disables the fog computation (in either the fixed function or programmable
* rasterizer) if using a vertex program.
*
*
* If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
* without shaders).
*/
if( is_ps3 ) {
if( !use_vs(stateblock->wineD3DDevice)
&& stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
}
}
if (use_vs(stateblock->wineD3DDevice)
&& ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
/* Disable fog */
fogenable = FALSE;
} else {
/* Set fog computation in the rasterizer to pass through the value (just blend it) */
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
fogstart = 1.0;
fogend = 0.0;
}
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
context->last_was_foggy_shader = TRUE;
}
else if( use_ps(stateblock->wineD3DDevice) ) {
/* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
*/
WINED3DFOGMODE mode;
context->last_was_foggy_shader = FALSE;
/* If both fogmodes are set use the table fog mode */
if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
else
mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
switch (mode) {
case WINED3DFOG_EXP:
case WINED3DFOG_EXP2:
if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
/* Disable fog */
fogenable = FALSE;
break;
case WINED3DFOG_LINEAR:
fogstart = -1.0f/(fogend-fogstart);
fogend *= -fogstart;
break;
case WINED3DFOG_NONE:
if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
/* Disable fog */
fogenable = FALSE;
break;
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
}
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
}
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
* the system will apply only pixel(=table) fog effects."
*/
else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
glHint(GL_FOG_HINT, GL_FASTEST);
checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
context->last_was_foggy_shader = FALSE;
switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
/* If processed vertices are used, fall through to the NONE case */
case WINED3DFOG_EXP: {
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
break;
}
}
case WINED3DFOG_EXP2: {
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP2);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
break;
}
}
case WINED3DFOG_LINEAR: {
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_LINEAR);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
break;
}
}
case WINED3DFOG_NONE: {
/* Both are none? According to msdn the alpha channel of the specular
* color contains a fog factor. Set it in drawStridedSlow.
* Same happens with Vertexfog on transformed vertices
*/
if(GL_SUPPORT(EXT_FOG_COORD)) {
if(context->fog_coord == FALSE) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
context->fog_coord = TRUE;
}
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
fogstart = 0xff;
fogend = 0x0;
} else {
/* Disable GL fog, handle this in software in drawStridedSlow */
fogenable = FALSE;
}
break;
}
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
}
} else {
glHint(GL_FOG_HINT, GL_NICEST);
checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
context->last_was_foggy_shader = FALSE;
switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
case WINED3DFOG_EXP:
glFogi(GL_FOG_MODE, GL_EXP);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
break;
case WINED3DFOG_EXP2:
glFogi(GL_FOG_MODE, GL_EXP2);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
break;
case WINED3DFOG_LINEAR:
glFogi(GL_FOG_MODE, GL_LINEAR);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
break;
case WINED3DFOG_NONE: /* Won't happen */
default:
FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
}
}
if(fogenable) {
glEnable(GL_FOG);
checkGLcall("glEnable GL_FOG");
if(fogstart != fogend)
{
glFogfv(GL_FOG_START, &fogstart);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_START, fogstart)");
TRACE("Fog Start == %f\n", fogstart);
glFogfv(GL_FOG_END, &fogend);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_END, fogend)");
TRACE("Fog End == %f\n", fogend);
}
else
{
glFogf(GL_FOG_START, -1.0 / 0.0);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_START, fogstart)");
TRACE("Fog Start == %f\n", fogstart);
glFogf(GL_FOG_END, 0.0);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_END, fogend)");
TRACE("Fog End == %f\n", fogend);
}
} else {
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
if( use_ps(stateblock->wineD3DDevice) ) {
/* disable fog in the pixel shader
* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
glFogf(GL_FOG_START, 0.0f);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_START, fogstart)");
glFogf(GL_FOG_END, 1.0f);
2007-12-19 19:12:12 +01:00
checkGLcall("glFogf(GL_FOG_END, fogend)");
}
}
}
static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
} else {
WARN("Range fog enabled, but not supported by this opengl implementation\n");
}
} else {
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
}
}
}
static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
glFogfv(GL_FOG_COLOR, &col[0]);
checkGLcall("glFog GL_FOG_COLOR");
}
static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
float f;
} tmpvalue;
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}
/* TODO: Merge with primitive type + init_materials()!! */
static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2008-01-23 22:39:59 +01:00
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
GLenum Parm = 0;
WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
BOOL isDiffuseSupplied;
2007-02-14 16:22:07 +01:00
/* Depends on the decoded vertex declaration to read the existence of diffuse data.
* The vertex declaration will call this function if the fixed function pipeline is used.
*/
if(isStateDirty(context, STATE_VDECL)) {
return;
}
isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
context->num_untracked_materials = 0;
if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
TRACE("diff %d, amb %d, emis %d, spec %d\n",
stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
Parm = GL_AMBIENT_AND_DIFFUSE;
} else {
Parm = GL_DIFFUSE;
}
if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
context->num_untracked_materials++;
}
if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
context->num_untracked_materials++;
}
} else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
Parm = GL_AMBIENT;
if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
context->num_untracked_materials++;
}
if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
context->num_untracked_materials++;
}
} else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
Parm = GL_EMISSION;
if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
context->num_untracked_materials++;
}
} else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
Parm = GL_SPECULAR;
}
}
/* Nothing changed, return. */
if (Parm == context->tracking_parm) return;
if(!Parm) {
glDisable(GL_COLOR_MATERIAL);
checkGLcall("glDisable GL_COLOR_MATERIAL");
} else {
glColorMaterial(GL_FRONT_AND_BACK, Parm);
checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
glEnable(GL_COLOR_MATERIAL);
checkGLcall("glEnable(GL_COLOR_MATERIAL)");
}
/* Apparently calls to glMaterialfv are ignored for properties we're
* tracking with glColorMaterial, so apply those here. */
switch (context->tracking_parm) {
case GL_AMBIENT_AND_DIFFUSE:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
break;
case GL_DIFFUSE:
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
break;
case GL_AMBIENT:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
checkGLcall("glMaterialfv");
break;
case GL_EMISSION:
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
break;
case GL_SPECULAR:
/* Only change material color if specular is enabled, otherwise it is set to black */
if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
} else {
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
}
break;
}
context->tracking_parm = Parm;
}
static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
WINED3DLINEPATTERN lp;
} tmppattern;
tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
if (tmppattern.lp.wRepeatFactor) {
glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
checkGLcall("glLineStipple(repeat, linepattern)");
glEnable(GL_LINE_STIPPLE);
checkGLcall("glEnable(GL_LINE_STIPPLE);");
} else {
glDisable(GL_LINE_STIPPLE);
checkGLcall("glDisable(GL_LINE_STIPPLE);");
}
}
static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
float f;
} tmpvalue;
if (stateblock->renderState[WINED3DRS_ZBIAS]) {
tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
TRACE("ZBias value %f\n", tmpvalue.f);
glPolygonOffset(0, -tmpvalue.f);
checkGLcall("glPolygonOffset(0, -Value)");
glEnable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
glEnable(GL_POLYGON_OFFSET_LINE);
checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
glEnable(GL_POLYGON_OFFSET_POINT);
checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
glDisable(GL_POLYGON_OFFSET_LINE);
checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
glDisable(GL_POLYGON_OFFSET_POINT);
checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
}
}
static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(isStateDirty(context, STATE_VDECL)) {
return;
}
/* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
* from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
* by zero and is not properly defined in opengl, so avoid it
*/
if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
glEnable(GL_NORMALIZE);
checkGLcall("glEnable(GL_NORMALIZE);");
} else {
glDisable(GL_NORMALIZE);
checkGLcall("glDisable(GL_NORMALIZE);");
}
}
static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
float f;
} tmpvalue;
tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
2007-01-01 10:58:33 +01:00
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
2007-12-19 19:12:12 +01:00
checkGLcall("glPointParameterfARB(...)");
2007-01-01 10:58:33 +01:00
}
else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
2007-12-19 19:12:12 +01:00
checkGLcall("glPointParameterfEXT(...)");
} else if(tmpvalue.f != 1.0) {
FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
}
}
static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
float f;
} tmpvalue;
tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
2007-01-01 10:58:33 +01:00
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
2007-12-19 19:12:12 +01:00
checkGLcall("glPointParameterfARB(...)");
2007-01-01 10:58:33 +01:00
}
else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
2007-12-19 19:12:12 +01:00
checkGLcall("glPointParameterfEXT(...)");
} else if(tmpvalue.f != 64.0) {
FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
}
}
static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* TODO: Group this with the viewport */
/*
* POINTSCALEENABLE controls how point size value is treated. If set to
* true, the point size is scaled with respect to height of viewport.
* When set to false point size is in pixels.
*/
/* Default values */
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
2007-10-22 12:15:03 +02:00
union {
DWORD d;
float f;
} pointSize, A, B, C;
2007-10-22 12:15:03 +02:00
pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
2007-10-22 12:15:03 +02:00
if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
GLfloat scaleFactor;
float h = stateblock->viewport.Height;
if(pointSize.f < GL_LIMITS(pointsizemin)) {
2007-10-22 12:15:03 +02:00
/*
* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
* 0.0f. This means that OpenGL will clamp really small point sizes to the
* driver minimum. To correct for this we need to multiply by the scale factor when sizes
2007-10-22 12:15:03 +02:00
* are less than 1.0f. scale_factor = 1.0f / point_size.
*/
scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
/* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
* is 1.0, but then accepts points below that and draws too small points
*/
pointSize.f = GL_LIMITS(pointsizemin);
2007-10-22 12:15:03 +02:00
} else if(pointSize.f > GL_LIMITS(pointsize)) {
/* gl already scales the input to glPointSize,
* d3d scales the result after the point size scale.
* If the point size is bigger than the max size, use the
* scaling to scale it bigger, and set the gl point size to max
*/
scaleFactor = pointSize.f / GL_LIMITS(pointsize);
TRACE("scale: %f\n", scaleFactor);
pointSize.f = GL_LIMITS(pointsize);
} else {
scaleFactor = 1.0f;
}
2007-10-22 12:15:03 +02:00
scaleFactor = pow(h * scaleFactor, 2);
2007-10-22 12:15:03 +02:00
att[0] = A.f / scaleFactor;
att[1] = B.f / scaleFactor;
att[2] = C.f / scaleFactor;
}
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
2007-12-19 19:12:12 +01:00
checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
}
else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
2007-12-19 19:12:12 +01:00
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
2007-10-22 12:15:03 +02:00
} else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
WARN("POINT_PARAMETERS not supported in this version of opengl\n");
}
2007-10-22 12:15:03 +02:00
glPointSize(pointSize.f);
checkGLcall("glPointSize(...);");
}
static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
checkGLcall("glColorMask(...)");
/* depends on WINED3DRS_COLORWRITEENABLE. */
if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
}
}
static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
} else {
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
}
}
static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
TRACE("Last Pixel Drawing Enabled\n");
} else {
static BOOL first = TRUE;
if(first) {
FIXME("Last Pixel Drawing Disabled, not handled yet\n");
first = FALSE;
} else {
TRACE("Last Pixel Drawing Disabled, not handled yet\n");
}
}
}
static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* TODO: NV_POINT_SPRITE */
if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
TRACE("Point sprites not supported\n");
return;
}
if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
2007-06-17 00:26:17 +02:00
glEnable(GL_POINT_SPRITE_ARB);
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checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
} else {
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glDisable(GL_POINT_SPRITE_ARB);
2007-12-19 19:12:12 +01:00
checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
}
}
static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/**
http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
2008-01-09 20:37:05 +01:00
Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
*/
TRACE("Stub\n");
if(stateblock->renderState[WINED3DRS_WRAP0] ||
stateblock->renderState[WINED3DRS_WRAP1] ||
stateblock->renderState[WINED3DRS_WRAP2] ||
stateblock->renderState[WINED3DRS_WRAP3] ||
stateblock->renderState[WINED3DRS_WRAP4] ||
stateblock->renderState[WINED3DRS_WRAP5] ||
stateblock->renderState[WINED3DRS_WRAP6] ||
stateblock->renderState[WINED3DRS_WRAP7] ||
stateblock->renderState[WINED3DRS_WRAP8] ||
stateblock->renderState[WINED3DRS_WRAP9] ||
stateblock->renderState[WINED3DRS_WRAP10] ||
stateblock->renderState[WINED3DRS_WRAP11] ||
stateblock->renderState[WINED3DRS_WRAP12] ||
stateblock->renderState[WINED3DRS_WRAP13] ||
stateblock->renderState[WINED3DRS_WRAP14] ||
stateblock->renderState[WINED3DRS_WRAP15] ) {
FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
}
}
static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
glEnable(GL_MULTISAMPLE_ARB);
checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
} else {
glDisable(GL_MULTISAMPLE_ARB);
checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
}
} else {
if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
2007-08-02 20:37:54 +02:00
WARN("Multisample antialiasing not supported by gl\n");
}
}
}
static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable(GL_SCISSOR_TEST)");
} else {
glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable(GL_SCISSOR_TEST)");
}
}
static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
float f;
} tmpvalue;
if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
glEnable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
checkGLcall("glPolygonOffset(...)");
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
}
}
static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
} else {
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
}
}
static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
FIXME(" Stippled Alpha not supported yet.\n");
}
static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_ANTIALIAS])
FIXME(" Antialias not supported yet.\n");
}
static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
}
static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
}
static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
union {
DWORD d;
float f;
} tmpvalue;
tmpvalue.f = 1.0f;
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
2007-03-28 20:37:10 +02:00
{
static BOOL displayed = FALSE;
2007-03-28 20:37:10 +02:00
tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
if(!displayed)
FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
displayed = TRUE;
2007-03-28 20:37:10 +02:00
}
}
static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
}
static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
}
static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
TRACE("Stub\n");
if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
}
static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_WRAPU]) {
FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
}
}
static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_WRAPV]) {
FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
}
}
static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
}
}
static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_ROP2]) {
FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
}
}
static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
}
}
static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
}
}
static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
}
}
static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
}
}
static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
}
}
static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
}
}
static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
}
}
static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
}
}
static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
}
}
static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_EXTENTS]) {
FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
}
}
static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
}
}
static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
TRACE("Setting color op for stage %d\n", stage);
if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
/* Using a pixel shader? Don't care for anything here, the shader applying does it */
return;
}
if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
if (mapped_stage != -1) {
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
FIXME("Attempt to enable unsupported stage!\n");
return;
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (stage > 0) {
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
}
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
if(stateblock->lowest_disabled_stage > 0) {
glEnable(GL_REGISTER_COMBINERS_NV);
GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
} else {
glDisable(GL_REGISTER_COMBINERS_NV);
}
}
if(stage >= stateblock->lowest_disabled_stage) {
TRACE("Stage disabled\n");
if (mapped_stage != -1) {
/* Disable everything here */
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
}
}
/* All done */
return;
}
/* The sampler will also activate the correct texture dimensions, so no need to do it here
* if the sampler for this stage is dirty
*/
if(!isStateDirty(context, STATE_SAMPLER(stage))) {
if (tex_used) texture_activate_dimensions(stage, stateblock, context);
}
/* Set the texture combiners */
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
stateblock->textureState[stage][WINED3DTSS_COLOROP],
stateblock->textureState[stage][WINED3DTSS_COLORARG1],
stateblock->textureState[stage][WINED3DTSS_COLORARG2],
stateblock->textureState[stage][WINED3DTSS_COLORARG0],
mapped_stage,
stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
/* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
* thus the texture shader may have to be updated
*/
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
if(usesBump != usedBump) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
checkGLcall("glActiveTextureARB");
texture_activate_dimensions(stage + 1, stateblock, context);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
}
}
} else {
set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
stateblock->textureState[stage][WINED3DTSS_COLOROP],
stateblock->textureState[stage][WINED3DTSS_COLORARG1],
stateblock->textureState[stage][WINED3DTSS_COLORARG2],
stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
}
}
static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
DWORD op, arg1, arg2, arg0;
TRACE("Setting alpha op for stage %d\n", stage);
2008-01-09 20:37:05 +01:00
/* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
if (mapped_stage != -1) {
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
FIXME("Attempt to enable unsupported stage!\n");
return;
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (stage > 0) {
/* We can't do anything here */
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
}
op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
stateblock->textures[0] &&
(stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
/* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
* On the other hand applications can still use texture combiners apparently. This code takes care that apps
* cannot remove the texture's alpha channel entirely.
*
* The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
* on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
* draw things like translucent text and perform other blending effects.
*
* Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
* behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
* OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
* (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
* wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
* (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
* it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
* otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
* What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
*/
if(op == WINED3DTOP_DISABLE) {
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_SELECTARG1;
}
else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
arg2 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg1 = WINED3DTA_TEXTURE;
}
else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg2 = WINED3DTA_TEXTURE;
}
}
}
TRACE("Setting alpha op for stage %d\n", stage);
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
op, arg1, arg2, arg0,
mapped_stage,
stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
} else {
set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
op, arg1, arg2, arg0);
}
}
static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
BOOL generated;
2007-08-27 14:33:46 +02:00
/* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
if(use_vs(stateblock->wineD3DDevice) ||
2007-08-27 14:33:46 +02:00
isStateDirty(context, STATE_VDECL)) {
TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
return;
}
if (mapped_stage == -1) return;
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
if(mapped_stage >= GL_LIMITS(textures)) {
return;
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (mapped_stage > 0) {
/* We can't do anything here */
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2008-01-23 22:39:59 +01:00
set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
generated,
2007-08-27 14:33:46 +02:00
context->last_was_rhw,
stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
WINED3DDECLTYPE_UNUSED);
/* The sampler applying function calls us if this changes */
if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
if(generated) {
FIXME("Non-power2 texture being used with generated texture coords\n");
}
TRACE("Non power two matrix multiply fixup\n");
glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
}
}
static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
int texture_idx;
for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
UINT *offset = stateblock->streamOffset;
unsigned int mapped_stage = 0;
unsigned int textureNo = 0;
/* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
/* Abort if we don't support the extension. */
if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
if (mapped_stage == -1) continue;
if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
checkGLcall("glBindBufferARB");
*curVBO = sd->u.s.texCoords[coordIdx].VBO;
}
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glClientActiveTextureARB");
/* The coords to supply depend completely on the fvf / vertex shader */
glTexCoordPointer(
WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
sd->u.s.texCoords[coordIdx].dwStride,
sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
}
}
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
/* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
}
}
}
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
if (mapped_stage == -1) {
TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
return;
}
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
return;
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (stage > 0) {
/* We can't do anything here */
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
*
* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
* one flag, you can still specify an index value, which the system uses to
* determine the texture wrapping mode.
* eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
* means use the vertex position (camera-space) as the input texture coordinates
* for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
* state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
* to the TEXCOORDINDEX value
*/
/*
* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
*/
switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
case WINED3DTSS_TCI_PASSTHRU:
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
break;
case WINED3DTSS_TCI_CAMERASPACEPOSITION:
/* CameraSpacePosition means use the vertex position, transformed to camera space,
* as the input texture coordinates for this stage's texture transformation. This
* equates roughly to EYE_LINEAR
*/
{
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
glEnable(GL_TEXTURE_GEN_S);
2007-12-19 19:12:12 +01:00
checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_T);
2007-12-19 19:12:12 +01:00
checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
}
break;
case WINED3DTSS_TCI_CAMERASPACENORMAL:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
}
}
break;
case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
}
}
break;
/* Unhandled types: */
default:
/* Todo: */
/* ? disable GL_TEXTURE_GEN_n ? */
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
break;
}
/* Update the texture matrix */
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
}
if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
/* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
* source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
* and do all the things linked to it
* TODO: Tidy that up to reload only the arrays of the changed unit
*/
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
unloadTexCoords(stateblock);
loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
}
}
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static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
/* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
* has an update pending
*/
if(isStateDirty(context, STATE_VDECL) ||
isStateDirty(context, STATE_PIXELSHADER)) {
return;
}
device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
}
static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
union {
DWORD d;
float f;
} tmpvalue;
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if(stateblock->pixelShader && stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
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/* The pixel shader has to know the luminance scale. Do a constants update if it
* isn't scheduled anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
!isStateDirty(context, STATE_PIXELSHADER)) {
shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
if(tmpvalue.f != 0.0) {
FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
}
}
static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
union {
DWORD d;
float f;
} tmpvalue;
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if(stateblock->pixelShader && stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
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/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
!isStateDirty(context, STATE_PIXELSHADER)) {
shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
if(tmpvalue.f != 0.0) {
FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
}
}
static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
union {
float f;
DWORD d;
} tmpvalue;
TRACE("Sampler: %d\n", sampler);
/* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
* only has to bind textures and set the per texture states
*/
if (mapped_stage == -1) {
TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
return;
}
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
if (mapped_stage >= GL_LIMITS(combined_samplers)) {
return;
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (sampler > 0) {
/* We can't do anything here */
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
if(stateblock->textures[sampler]) {
2007-01-06 18:43:08 +01:00
BOOL texIsPow2 = FALSE;
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/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
* scaling is reapplied or removed, the texture matrix has to be reapplied
*/
if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2007-01-06 18:43:08 +01:00
texIsPow2 = TRUE;
}
} else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2007-01-06 18:43:08 +01:00
texIsPow2 = TRUE;
}
}
if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
context->lastWasPow2Texture[sampler] = texIsPow2;
transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2007-01-06 18:43:08 +01:00
}
}
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IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
tmpvalue.f);
2007-12-19 19:12:12 +01:00
checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
}
if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
/* Using a pixel shader? Verify the sampler types */
/* Make sure that the texture dimensions are enabled. I don't have to disable the other
* dimensions because the shader knows from which texture type to sample from. For the sake of
* debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
* dimensions. This should make wrong sampling sources visible :-)
*/
glEnable(stateblock->textureDimensions[sampler]);
checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
} else if(sampler < stateblock->lowest_disabled_stage) {
if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
texture_activate_dimensions(sampler, stateblock, context);
}
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2007-01-04 10:47:11 +01:00
/* If color keying is enabled update the alpha test, it depends on the existence
* of a color key in stage 0
*/
state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
}
}
} else if(mapped_stage < GL_LIMITS(textures)) {
if(sampler < stateblock->lowest_disabled_stage) {
/* TODO: What should I do with pixel shaders here ??? */
if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
texture_activate_dimensions(sampler, stateblock, context);
}
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
/* If color keying is enabled update the alpha test, it depends on the existence
* of a color key in stage 0
*/
state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
}
} /* Otherwise tex_colorop disables the stage */
glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
}
}
static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
BOOL update_fog = FALSE;
int i;
if (use_pshader) {
if(!context->last_was_pshader) {
/* Former draw without a pixel shader, some samplers
* may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
* make sure to enable them
*/
for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
if(!isStateDirty(context, STATE_SAMPLER(i))) {
sampler(STATE_SAMPLER(i), stateblock, context);
}
}
update_fog = TRUE;
} else {
/* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
* if a different texture was bound. I don't have to do anything.
*/
}
/* Compile and bind the shader */
IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
} else {
/* Disabled the pixel shader - color ops weren't applied
* while it was enabled, so re-apply them.
*/
for(i=0; i < MAX_TEXTURES; i++) {
if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
}
}
if(context->last_was_pshader)
update_fog = TRUE;
}
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
}
if(update_fog)
state_fog(state, stateblock, context);
context->last_was_pshader = use_pshader;
}
static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
float mat[2][2];
if(stateblock->pixelShader && stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
* anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
!isStateDirty(context, STATE_PIXELSHADER)) {
shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
if(stage >= GL_LIMITS(texture_stages)) {
WARN("Bump env matrix of unsupported stage set\n");
} else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
}
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
checkGLcall("glTexBumpParameterfvATI");
} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
* offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2008-05-06 20:01:59 +02:00
* map offsetting is done in the stage reading the bump mapped texture, and the perturbation
* map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
* for stage + 1. Keep the nvrc tex unit mapping in mind too
*/
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
if(mapped_stage < GL_LIMITS(textures)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
/* We can't just pass a pointer to the stateblock to GL due to the different matrix
* format(column major vs row major)
*/
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
2007-12-19 19:12:12 +01:00
checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
}
}
}
static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2007-01-02 22:52:11 +01:00
/* This function is called by transform_view below if the view matrix was changed too
*
* Deliberately no check if the vertex declaration is dirty because the vdecl state
* does not always update the world matrix, only on a switch between transformed
2008-01-09 20:37:05 +01:00
* and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2007-01-02 22:52:11 +01:00
* draw, but that should be rather rare and cheaper in total.
*/
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
if(context->last_was_rhw) {
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glLoadIdentity();
checkGLcall("glLoadIdentity()");
} else {
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/* In the general case, the view matrix is the identity matrix */
if (stateblock->wineD3DDevice->view_ident) {
2008-01-23 22:39:59 +01:00
glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
} else {
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glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2007-01-02 22:52:11 +01:00
checkGLcall("glMultMatrixf");
}
}
}
static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT index = state - STATE_CLIPPLANE(0);
if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
return;
}
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
2008-01-23 22:39:59 +01:00
glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
TRACE("Clipplane [%f,%f,%f,%f]\n",
stateblock->clipplane[index][0],
stateblock->clipplane[index][1],
stateblock->clipplane[index][2],
stateblock->clipplane[index][3]);
glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
checkGLcall("glClipPlane");
glPopMatrix();
}
static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
GLenum glMat;
TRACE("Setting world matrix %d\n", matrix);
if(matrix >= GL_LIMITS(blends)) {
WARN("Unsupported blend matrix set\n");
return;
} else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
return;
}
/* GL_MODELVIEW0_ARB: 0x1700
* GL_MODELVIEW1_ARB: 0x0x850a
* GL_MODELVIEW2_ARB: 0x8722
* GL_MODELVIEW3_ARB: 0x8723
* etc
* GL_MODELVIEW31_ARB: 0x873F
*/
if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
glMatrixMode(glMat);
checkGLcall("glMatrixMode(glMat)");
/* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
* weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
*/
if(stateblock->wineD3DDevice->view_ident) {
glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
checkGLcall("glLoadMatrixf")
} else {
glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf")
glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
checkGLcall("glMultMatrixf")
}
}
static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
switch(val) {
case WINED3DVBF_1WEIGHTS:
case WINED3DVBF_2WEIGHTS:
case WINED3DVBF_3WEIGHTS:
if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
glEnable(GL_VERTEX_BLEND_ARB);
checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
/* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
* creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
*/
GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
if(!stateblock->wineD3DDevice->vertexBlendUsed) {
int i;
for(i = 1; i < GL_LIMITS(blends); i++) {
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
}
}
stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
}
} else {
static BOOL once = FALSE;
if(!once) {
once = TRUE;
/* TODO: Implement vertex blending in drawStridedSlow */
FIXME("Vertex blending enabled, but not supported by hardware\n");
}
}
break;
case WINED3DVBF_DISABLE:
case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
glDisable(GL_VERTEX_BLEND_ARB);
checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
} else {
TRACE("Vertex blending disabled\n");
}
break;
case WINED3DVBF_TWEENING:
/* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
* vertex weights in the vertices?
* For now we don't report that as supported, so a warn should suffice
*/
WARN("Tweening not supported yet\n");
break;
}
}
static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
unsigned int k;
/* If we are changing the View matrix, reset the light and clipping planes to the new view
* NOTE: We have to reset the positions even if the light/plane is not currently
* enabled, since the call to enable it will not reset the position.
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
PLIGHTINFOEL *light = NULL;
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf(...)");
/* Reset lights. TODO: Call light apply func */
for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
light = stateblock->activeLights[k];
if(!light) continue;
glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
checkGLcall("glLightfv dirn");
}
/* Reset Clipping Planes */
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
clipplane(STATE_CLIPPLANE(k), stateblock, context);
}
}
if(context->last_was_rhw) {
glLoadIdentity();
checkGLcall("glLoadIdentity()");
/* No need to update the world matrix, the identity is fine */
return;
}
/* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
* No need to do it here if the state is scheduled for update.
*/
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
}
/* Avoid looping over a number of matrices if the app never used the functionality */
if(stateblock->wineD3DDevice->vertexBlendUsed) {
for(k = 1; k < GL_LIMITS(blends); k++) {
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
}
}
}
}
static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity");
if(context->last_was_rhw) {
double X, Y, height, width, minZ, maxZ;
X = stateblock->viewport.X;
Y = stateblock->viewport.Y;
height = stateblock->viewport.Height;
width = stateblock->viewport.Width;
minZ = stateblock->viewport.MinZ;
maxZ = stateblock->viewport.MaxZ;
if(!stateblock->wineD3DDevice->untransformed) {
/* Transformed vertices are supposed to bypass the whole transform pipeline including
* frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
* suppress depth clipping. This can be done because it is an orthogonal projection and
2007-08-31 20:32:52 +02:00
* the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
* Persia 3D need this.
*
* Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
* clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
* problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
* to the viewer.
*
* Also note that this breaks z comparison against z values filled in with clear,
* but no app depending on that and disabled clipping has been found yet. Comparing
* primitives against themselves works, so the Z buffer is still intact for normal hidden
* surface removal.
*
* We could disable clipping entirely by setting the near to infinity and far to -infinity,
* but this would break Z buffer operation. Raising the range to something less than
* infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
* problem either.
*/
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
if(stateblock->wineD3DDevice->render_offscreen) {
glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
} else {
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
}
} else {
/* If the app mixes transformed and untransformed primitives we can't use the coordinate system
* trick above because this would mess up transformed and untransformed Z order. Pass the z position
* unmodified to opengl.
*
* If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
* replacement shader.
*/
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
if(stateblock->wineD3DDevice->render_offscreen) {
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glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
} else {
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glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
}
}
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (stateblock->wineD3DDevice->render_offscreen) {
glScalef(1.0, -1.0, 1.0);
checkGLcall("glScalef");
}
} else {
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead.
1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
divide by the Width/Height, so we need the half range(1.0) to translate by
half a pixel.
2007-08-31 20:32:52 +02:00
The other fun is that d3d's output z range after the transformation is [0;1],
but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
of Z buffer precision and the clear values do not match in the z test. Thus scale
[0;1] to [-1;1], so when gl undoes that we utilize the full z range
*/
2007-08-31 20:32:52 +02:00
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
if (stateblock->wineD3DDevice->render_offscreen) {
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
glScalef(1.0, -1.0, 2.0);
} else {
glScalef(1.0, 1.0, 2.0);
}
checkGLcall("glScalef");
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glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
}
/* This should match any arrays loaded in loadVertexData.
* stateblock impl is required for GL_SUPPORT
* TODO: Only load / unload arrays if we have to.
*/
static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
}
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
glDisableClientState(GL_WEIGHT_ARRAY_ARB);
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
}
unloadTexCoords(stateblock);
}
/* This should match any arrays loaded in loadNumberedArrays
* TODO: Only load / unload arrays if we have to.
*/
static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
/* disable any attribs (this is the same for both GLSL and ARB modes) */
GLint maxAttribs = 16;
int i;
/* Leave all the attribs disabled */
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i = 0; i < maxAttribs; ++i) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2007-12-19 19:12:12 +01:00
checkGLcall("glDisableVertexAttribArrayARB(reg)");
/* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
* deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
* Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
* important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
2008-04-22 08:18:14 +02:00
* keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
*/
GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
}
}
static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
int i;
2007-01-17 00:06:34 +01:00
UINT *offset = stateblock->streamOffset;
IWineD3DVertexBufferImpl *vb;
DWORD_PTR shift_index;
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/* Default to no instancing */
stateblock->wineD3DDevice->instancedDraw = FALSE;
for (i = 0; i < MAX_ATTRIBS; i++) {
if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
continue;
2007-02-14 17:56:29 +01:00
/* Do not load instance data. It will be specified using glTexCoord by drawprim */
if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2007-02-14 17:56:29 +01:00
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
stateblock->wineD3DDevice->instancedDraw = TRUE;
continue;
}
TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
if(strided->u.input[i].dwStride) {
if(curVBO != strided->u.input[i].VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
checkGLcall("glBindBufferARB");
curVBO = strided->u.input[i].VBO;
}
vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
/* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
* user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
* vbo we won't be load converted attributes anyway
*/
if(curVBO && vb->conv_shift) {
TRACE("Loading attribute from shifted buffer\n");
TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
shift_index = shift_index % strided->u.input[i].dwStride;
GL_EXTCALL(glVertexAttribPointerARB(i,
WINED3D_ATR_SIZE(strided->u.input[i].dwType),
WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
vb->conv_stride,
strided->u.input[i].lpData + vb->conv_shift[shift_index] +
stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
offset[strided->u.input[i].streamNo]));
} else {
GL_EXTCALL(glVertexAttribPointerARB(i,
WINED3D_ATR_SIZE(strided->u.input[i].dwType),
WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
strided->u.input[i].dwStride,
strided->u.input[i].lpData +
stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
offset[strided->u.input[i].streamNo]) );
}
GL_EXTCALL(glEnableVertexAttribArrayARB(i));
} else {
/* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
* set up the attribute statically. But we have to figure out the system memory address.
*/
BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
if(strided->u.input[i].VBO) {
vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
ptr += (long) vb->resource.allocatedMemory;
}
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
switch(strided->u.input[i].dwType) {
case WINED3DDECLTYPE_FLOAT1:
GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT2:
GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT3:
GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT4:
GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
break;
case WINED3DDECLTYPE_UBYTE4:
GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
break;
case WINED3DDECLTYPE_UBYTE4N:
case WINED3DDECLTYPE_D3DCOLOR:
GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
break;
case WINED3DDECLTYPE_SHORT2:
GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
break;
case WINED3DDECLTYPE_SHORT4:
GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
break;
case WINED3DDECLTYPE_SHORT2N:
{
GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
break;
}
case WINED3DDECLTYPE_USHORT2N:
{
GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
break;
}
case WINED3DDECLTYPE_SHORT4N:
GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
break;
case WINED3DDECLTYPE_USHORT4N:
GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
break;
case WINED3DDECLTYPE_UDEC3:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2007-02-14 17:56:29 +01:00
/*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_DEC3N:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2007-02-14 17:56:29 +01:00
/*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_FLOAT16_2:
/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
* byte float according to the IEEE standard
*/
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
break;
case WINED3DDECLTYPE_FLOAT16_4:
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
break;
case WINED3DDECLTYPE_UNUSED:
default:
ERR("Unexpected declaration in stride 0 attributes\n");
break;
}
}
}
checkGLcall("Loading numbered arrays");
}
/* Used from 2 different functions, and too big to justify making it inlined */
static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2007-01-17 00:06:34 +01:00
UINT *offset = stateblock->streamOffset;
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
TRACE("Using fast vertex array code\n");
2007-02-14 17:56:29 +01:00
/* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
stateblock->wineD3DDevice->instancedDraw = FALSE;
/* Blend Data ---------------------------------------------- */
if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
(sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2007-01-17 00:06:34 +01:00
sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
glEnableClientState(GL_WEIGHT_ARRAY_ARB);
checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
sd->u.s.blendWeights.dwStride,
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sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
if(curVBO != sd->u.s.blendWeights.VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
checkGLcall("glBindBufferARB");
curVBO = sd->u.s.blendWeights.VBO;
}
GL_EXTCALL(glWeightPointerARB)(
WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
sd->u.s.blendWeights.dwStride,
2007-01-17 00:06:34 +01:00
sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
checkGLcall("glWeightPointerARB");
if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
static BOOL showfixme = TRUE;
if(showfixme){
FIXME("blendMatrixIndices support\n");
showfixme = FALSE;
}
}
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
/* FIXME("TODO\n");*/
#if 0
GL_EXTCALL(glVertexWeightPointerEXT)(
WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
sd->u.s.blendWeights.dwStride,
sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
#endif
} else {
/* TODO: support blends in drawStridedSlow
* No need to write a FIXME here, this is done after the general vertex decl decoding
*/
WARN("unsupported blending in openGl\n");
}
} else {
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
static const GLbyte one = 1;
GL_EXTCALL(glWeightbvARB(1, &one));
checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
}
}
#if 0 /* FOG ----------------------------------------------*/
if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
/* TODO: fog*/
if (GL_SUPPORT(EXT_FOG_COORD) {
glEnableClientState(GL_FOG_COORDINATE_EXT);
(GL_EXTCALL)(FogCoordPointerEXT)(
WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
sd->u.s.fog.dwStride,
sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
} else {
/* don't bother falling back to 'slow' as we don't support software FOG yet. */
/* FIXME: fixme once */
TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
}
} else {
if (GL_SUPPRT(EXT_FOR_COORD) {
/* make sure fog is disabled */
glDisableClientState(GL_FOG_COORDINATE_EXT);
}
}
#endif
#if 0 /* tangents ----------------------------------------------*/
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
/* TODO: tangents*/
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
glEnable(GL_TANGENT_ARRAY_EXT);
(GL_EXTCALL)(TangentPointerEXT)(
WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
sd->u.s.tangent.dwStride,
sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
} else {
glDisable(GL_TANGENT_ARRAY_EXT);
}
if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
glEnable(GL_BINORMAL_ARRAY_EXT);
(GL_EXTCALL)(BinormalPointerEXT)(
WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
sd->u.s.binormal.dwStride,
sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
} else{
glDisable(GL_BINORMAL_ARRAY_EXT);
}
} else {
/* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
/* FIXME: fixme once */
TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
}
} else {
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
/* make sure fog is disabled */
glDisable(GL_TANGENT_ARRAY_EXT);
glDisable(GL_BINORMAL_ARRAY_EXT);
}
}
#endif
/* Point Size ----------------------------------------------*/
if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
/* no such functionality in the fixed function GL pipeline */
TRACE("Cannot change ptSize here in openGl\n");
/* TODO: Implement this function in using shaders if they are available */
}
/* Vertex Pointers -----------------------------------------*/
if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
/* Note dwType == float3 or float4 == 2 or 3 */
VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
sd->u.s.position.dwStride,
sd->u.s.position.dwType + 1,
sd->u.s.position.lpData));
if(curVBO != sd->u.s.position.VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
checkGLcall("glBindBufferARB");
curVBO = sd->u.s.position.VBO;
}
/* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
handling for rhw mode should not impact screen position whereas in GL it does.
2008-01-23 15:16:30 +01:00
This may result in very slightly distorted textures in rhw mode.
There's always the other option of fixing the view matrix to
prevent w from having any effect.
This only applies to user pointer sources, in VBOs the vertices are fixed up
*/
if(sd->u.s.position.VBO == 0) {
glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2007-01-17 00:06:34 +01:00
sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
} else {
glVertexPointer(
WINED3D_ATR_SIZE(sd->u.s.position.dwType),
WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2007-01-17 00:06:34 +01:00
sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
}
checkGLcall("glVertexPointer(...)");
glEnableClientState(GL_VERTEX_ARRAY);
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
}
/* Normals -------------------------------------------------*/
if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
/* Note dwType == float3 or float4 == 2 or 3 */
VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
sd->u.s.normal.dwStride,
sd->u.s.normal.lpData));
if(curVBO != sd->u.s.normal.VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
checkGLcall("glBindBufferARB");
curVBO = sd->u.s.normal.VBO;
}
glNormalPointer(
WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
sd->u.s.normal.dwStride,
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sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
checkGLcall("glNormalPointer(...)");
glEnableClientState(GL_NORMAL_ARRAY);
checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
} else {
glNormal3f(0, 0, 0);
checkGLcall("glNormal3f(0, 0, 0)");
}
/* Diffuse Colour --------------------------------------------*/
/* WARNING: Data here MUST be in RGBA format, so cannot */
/* go directly into fast mode from app pgm, because */
/* directx requires data in BGRA format. */
2008-01-23 15:16:30 +01:00
/* currently fixupVertices swizzles the format, but this isn't*/
2008-04-22 08:18:14 +02:00
/* very practical when using VBOs */
2008-01-23 15:16:30 +01:00
/* NOTE: Unless we write a vertex shader to swizzle the colour*/
/* , or the user doesn't care and wants the speed advantage */
if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
/* Note dwType == float3 or float4 == 2 or 3 */
VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
sd->u.s.diffuse.dwStride,
sd->u.s.diffuse.lpData));
if(curVBO != sd->u.s.diffuse.VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
checkGLcall("glBindBufferARB");
curVBO = sd->u.s.diffuse.VBO;
}
glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
sd->u.s.diffuse.dwStride,
2007-01-17 00:06:34 +01:00
sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
glEnableClientState(GL_COLOR_ARRAY);
checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
} else {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
checkGLcall("glColor4f(1, 1, 1, 1)");
}
/* Specular Colour ------------------------------------------*/
if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
TRACE("setting specular colour\n");
/* Note dwType == float3 or float4 == 2 or 3 */
VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
sd->u.s.specular.dwStride,
sd->u.s.specular.lpData));
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
if(curVBO != sd->u.s.specular.VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
checkGLcall("glBindBufferARB");
curVBO = sd->u.s.specular.VBO;
}
GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
sd->u.s.specular.dwStride,
2007-01-17 00:06:34 +01:00
sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
} else {
/* Missing specular color is not critical, no warnings */
VTRACE(("Specular colour is not supported in this GL implementation\n"));
}
} else {
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
} else {
/* Missing specular color is not critical, no warnings */
VTRACE(("Specular colour is not supported in this GL implementation\n"));
}
}
/* Texture coords -------------------------------------------*/
loadTexCoords(stateblock, sd, &curVBO);
}
2007-03-12 16:50:54 +01:00
static inline void drawPrimitiveTraceDataLocations(
WineDirect3DVertexStridedData *dataLocations) {
/* Dump out what parts we have supplied */
TRACE("Strided Data:\n");
TRACE_STRIDED((dataLocations), position);
TRACE_STRIDED((dataLocations), blendWeights);
TRACE_STRIDED((dataLocations), blendMatrixIndices);
TRACE_STRIDED((dataLocations), normal);
TRACE_STRIDED((dataLocations), pSize);
TRACE_STRIDED((dataLocations), diffuse);
TRACE_STRIDED((dataLocations), specular);
TRACE_STRIDED((dataLocations), texCoords[0]);
TRACE_STRIDED((dataLocations), texCoords[1]);
TRACE_STRIDED((dataLocations), texCoords[2]);
TRACE_STRIDED((dataLocations), texCoords[3]);
TRACE_STRIDED((dataLocations), texCoords[4]);
TRACE_STRIDED((dataLocations), texCoords[5]);
TRACE_STRIDED((dataLocations), texCoords[6]);
TRACE_STRIDED((dataLocations), texCoords[7]);
TRACE_STRIDED((dataLocations), position2);
TRACE_STRIDED((dataLocations), normal2);
TRACE_STRIDED((dataLocations), tangent);
TRACE_STRIDED((dataLocations), binormal);
TRACE_STRIDED((dataLocations), tessFactor);
TRACE_STRIDED((dataLocations), fog);
TRACE_STRIDED((dataLocations), depth);
TRACE_STRIDED((dataLocations), sample);
return;
}
static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL fixup = FALSE;
WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
BOOL useVertexShaderFunction;
if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
useVertexShaderFunction = TRUE;
} else {
useVertexShaderFunction = FALSE;
}
if(device->up_strided) {
/* Note: this is a ddraw fixed-function code path */
TRACE("================ Strided Input ===================\n");
memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
if(TRACE_ON(d3d)) {
drawPrimitiveTraceDataLocations(dataLocations);
}
} else {
/* Note: This is a fixed function or shader codepath.
* This means it must handle both types of strided data.
* Shaders must go through here to zero the strided data, even if they
* don't set any declaration at all
*/
TRACE("================ Vertex Declaration ===================\n");
memset(dataLocations, 0, sizeof(*dataLocations));
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
useVertexShaderFunction, dataLocations, &fixup);
}
if (dataLocations->u.s.position_transformed) {
useVertexShaderFunction = FALSE;
}
/* Unload the old arrays before loading the new ones to get old junk out */
if(context->numberedArraysLoaded) {
unloadNumberedArrays(stateblock);
context->numberedArraysLoaded = FALSE;
}
if(context->namedArraysLoaded) {
unloadVertexData(stateblock);
context->namedArraysLoaded = FALSE;
}
if(useVertexShaderFunction) {
if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
device->useDrawStridedSlow = TRUE;
context->numberedArraysLoaded = FALSE;
} else {
TRACE("Loading numbered arrays\n");
loadNumberedArrays(stateblock, dataLocations);
device->useDrawStridedSlow = FALSE;
context->numberedArraysLoaded = TRUE;
}
} else if (fixup ||
(dataLocations->u.s.pSize.lpData == NULL &&
dataLocations->u.s.diffuse.lpData == NULL &&
dataLocations->u.s.specular.lpData == NULL)) {
/* Load the vertex data using named arrays */
TRACE("Loading vertex data\n");
loadVertexData(stateblock, dataLocations);
device->useDrawStridedSlow = FALSE;
context->namedArraysLoaded = TRUE;
} else {
TRACE("Not loading vertex data\n");
device->useDrawStridedSlow = TRUE;
}
/* Generate some fixme's if unsupported functionality is being used */
#define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
/* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
FIXME("Tweening is only valid with vertex shaders\n");
}
if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
}
if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
FIXME("Extended attributes are only valid with vertex shaders\n");
}
#undef BUFFER_OR_DATA
}
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2007-08-27 14:33:46 +02:00
BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
BOOL transformed;
/* Some stuff is in the device until we have per context tracking */
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL wasrhw = context->last_was_rhw;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders
*/
if (use_vs(device)) {
useVertexShaderFunction = TRUE;
if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
updateFog = TRUE;
}
} else if(context->last_was_foggy_shader) {
updateFog = TRUE;
}
transformed = device->strided_streams.u.s.position_transformed;
if (transformed) useVertexShaderFunction = FALSE;
if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
updateFog = TRUE;
}
2007-02-20 15:57:10 +01:00
/* Reapply lighting if it is not scheduled for reapplication already */
if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
}
if (transformed) {
context->last_was_rhw = TRUE;
} else {
/* Untransformed, so relies on the view and projection matrices */
context->last_was_rhw = FALSE;
/* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
device->untransformed = TRUE;
2007-01-02 22:52:11 +01:00
/* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
* Not needed as long as only hw shaders are supported
*/
2007-01-02 22:52:11 +01:00
/* This sets the shader output position correction constants.
* TODO: Move to the viewport state
*/
if (useVertexShaderFunction) {
device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
}
}
2007-01-02 22:52:11 +01:00
/* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
* off this function will be called again anyway to make sure they're properly set
*/
2007-01-02 22:52:11 +01:00
if(!useVertexShaderFunction) {
/* TODO: Move this mainly to the viewport state and only apply when the vp has changed
* or transformed / untransformed was switched
*/
if(wasrhw != context->last_was_rhw &&
!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
!isStateDirty(context, STATE_VIEWPORT)) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
2007-01-02 22:52:11 +01:00
}
/* World matrix needs reapplication here only if we're switching between rhw and non-rhw
* mode.
*
* If a vertex shader is used, the world matrix changed and then vertex shader unbound
* this check will fail and the matrix not applied again. This is OK because a simple
* world matrix change reapplies the matrix - These checks here are only to satisfy the
* needs of the vertex declaration.
*
* World and view matrix go into the same gl matrix, so only apply them when neither is
* dirty
*/
if(transformed != wasrhw &&
!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2007-01-02 22:52:11 +01:00
}
if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
}
if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
}
if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
}
} else {
/* We compile the shader here because we need the vertex declaration
* in order to determine if we need to do any swizzling for D3DCOLOR
* registers. If the shader is already compiled this call will do nothing. */
IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
if(!context->last_was_vshader) {
int i;
static BOOL warned = FALSE;
/* Disable all clip planes to get defined results on all drivers. See comment in the
* state_clipping state handler
*/
for(i = 0; i < GL_LIMITS(clipplanes); i++) {
glDisable(GL_CLIP_PLANE0 + i);
checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
}
if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
FIXME("Clipping not supported with vertex shaders\n");
warned = TRUE;
}
if(wasrhw) {
/* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
2007-12-07 01:03:54 +01:00
* shaders themselves do not need it, but the matrices are not reapplied automatically when
* switching back from vertex shaders to fixed function processing. So make sure we leave the
* fixed function vertex processing states back in a sane state before switching to shaders
*/
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
}
}
}
}
/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
* application
*/
if (!isStateDirty(context, STATE_PIXELSHADER)) {
device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
}
context->last_was_vshader = useVertexShaderFunction;
if(updateFog) {
state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
}
2007-08-27 14:33:46 +02:00
if(!useVertexShaderFunction) {
int i;
for(i = 0; i < MAX_TEXTURES; i++) {
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
}
}
}
}
static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT width, height;
IWineD3DSurfaceImpl *target;
glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
*/
if(stateblock->wineD3DDevice->render_offscreen) {
glViewport(stateblock->viewport.X,
stateblock->viewport.Y,
stateblock->viewport.Width, stateblock->viewport.Height);
} else {
target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
target->get_drawable_size(target, &width, &height);
glViewport(stateblock->viewport.X,
(height - (stateblock->viewport.Y + stateblock->viewport.Height)),
stateblock->viewport.Width, stateblock->viewport.Height);
}
checkGLcall("glViewport");
}
static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}
2007-10-22 12:15:03 +02:00
if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
}
}
static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT Index = state - STATE_ACTIVELIGHT(0);
PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
if(!lightInfo) {
glDisable(GL_LIGHT0 + Index);
checkGLcall("glDisable(GL_LIGHT0 + Index)");
} else {
float quad_att;
float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
2008-01-23 22:39:59 +01:00
glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
/* Diffuse: */
colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
checkGLcall("glLightfv");
/* Specular */
colRGBA[0] = lightInfo->OriginalParms.Specular.r;
colRGBA[1] = lightInfo->OriginalParms.Specular.g;
colRGBA[2] = lightInfo->OriginalParms.Specular.b;
colRGBA[3] = lightInfo->OriginalParms.Specular.a;
glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
checkGLcall("glLightfv");
/* Ambient */
colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
checkGLcall("glLightfv");
if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
} else {
quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
}
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/* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
* but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
* Attenuation0 to NaN and crashes in the gl lib
*/
switch (lightInfo->OriginalParms.Type) {
case WINED3DLIGHT_POINT:
/* Position */
glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
checkGLcall("glLightfv");
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
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/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
checkGLcall("glLightf");
glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
checkGLcall("glLightf");
if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case WINED3DLIGHT_SPOT:
/* Position */
glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
checkGLcall("glLightfv");
/* Direction */
glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
checkGLcall("glLightfv");
glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
checkGLcall("glLightf");
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
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/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
checkGLcall("glLightf");
glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
checkGLcall("glLightf");
if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case WINED3DLIGHT_DIRECTIONAL:
/* Direction */
glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
checkGLcall("glLightfv");
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
checkGLcall("glLightf");
break;
default:
FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
}
/* Restore the modelview matrix */
glPopMatrix();
glEnable(GL_LIGHT0 + Index);
checkGLcall("glEnable(GL_LIGHT0 + Index)");
}
return;
}
static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
RECT *pRect = &stateblock->scissorRect;
UINT height;
UINT width;
IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
target->get_drawable_size(target, &width, &height);
/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
* Warning2: Even in windowed mode the coords are relative to the window, not the screen
*/
TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
pRect->right - pRect->left, pRect->bottom - pRect->top);
if (stateblock->wineD3DDevice->render_offscreen) {
glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
} else {
glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
}
checkGLcall("glScissor");
}
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static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
} else {
IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
}
}
}
static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->wineD3DDevice->render_offscreen) {
glFrontFace(GL_CCW);
checkGLcall("glFrontFace(GL_CCW)");
} else {
glFrontFace(GL_CW);
checkGLcall("glFrontFace(GL_CW)");
}
}
const struct StateEntryTemplate misc_state_template[] = {
{ STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }},
{ STATE_STREAMSRC, { STATE_VDECL, streamsrc }},
{ STATE_VDECL, { STATE_VDECL, streamsrc }},
{ STATE_FRONTFACE, { STATE_FRONTFACE, frontface }},
{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }},
/* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
* vshader loadings are untied from each other
*/
{ STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }},
{ STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }},
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{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }},
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{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }},
{ STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }},
{ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }},
{ STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }},
{ STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }},
{ STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }},
{ STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }},
{ STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }},
{ STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }},
{ STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }},
{ STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }},
{ STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }},
{ STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }},
{ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }},
{ STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }},
{ STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }},
{ STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }},
{ STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }},
{ STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }},
{ STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }},
{ STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }},
{ STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }},
{ STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }},
{ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }},
{ STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }},
{ STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }},
{ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }},
{ STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }},
{ STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }},
{ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }},
2008-07-03 04:49:53 +02:00
{ STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }},
{ STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
{ STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }},
2008-07-03 05:03:41 +02:00
{ STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
{ STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }},
2008-07-03 05:16:29 +02:00
{ STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }},
{ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }},
{ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}},
{ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }},
{ STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}},
{ STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }},
{ STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
{ STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
{ STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
{ STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
{ STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
{ STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
{ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }},
2008-07-03 05:26:20 +02:00
{ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa }},
{ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }},
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }},
{ STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }},
{ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }},
{ STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }},
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }},
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }},
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }},
{ STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }},
{ STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }},
2008-07-03 14:04:59 +02:00
/* Samplers */
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }},
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }},
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }},
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }},
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }},
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }},
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }},
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }},
{ STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }},
{ STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }},
{ STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }},
{ STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }},
{ STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }},
{ STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }},
{ STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }},
{ STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }},
{ STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }},
{ STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }},
{ STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }},
{ STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }},
{0 /* Terminate */, { 0, 0 }},
};
const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_VDECL, { STATE_VDECL, vertexdeclaration }},
{ STATE_VSHADER, { STATE_VDECL, vertexdeclaration }},
{ STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}},
{ STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}},
/* Clip planes */
{ STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }},
{ STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }},
{ STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }},
{ STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }},
{ STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }},
{ STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }},
{ STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }},
{ STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }},
{ STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }},
{ STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }},
{ STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }},
{ STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }},
{ STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }},
{ STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }},
{ STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }},
{ STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }},
{ STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }},
{ STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }},
{ STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }},
{ STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }},
{ STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }},
{ STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }},
{ STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }},
{ STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }},
{ STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }},
{ STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }},
{ STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }},
{ STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }},
{ STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }},
{ STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }},
{ STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }},
{ STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }},
/* Lights */
{ STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }},
{ STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }},
{ STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }},
{ STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }},
{ STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }},
{ STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }},
{ STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }},
{ STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }},
/* Viewport */
{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }},
/* Transform states follow */
{ STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }},
{ STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_world }},
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_world }},
{ STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }},
{ STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }},
{ STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }},
{ STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }},
{ STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }},
{ STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }},
{ STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }},
{ STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }},
/* Fog */
{ STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }},
{ STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }},
{ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }},
2008-07-03 05:11:56 +02:00
{ STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }},
{ STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }},
{ STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }},
{ STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }},
{ STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }},
{ STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }},
{ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }},
{ STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }},
{ STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }},
{ STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }},
{ STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }},
{ STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }},
2008-07-03 05:21:35 +02:00
{ STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
{ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin }},
{ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }},
{ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
{ STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
{ STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
{ STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
2008-07-03 05:22:48 +02:00
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax }},
{0 /* Terminate */, { 0, 0 }},
};
static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
{ STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, pixelshader }},
{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, pixelshader }},
{ STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }},
{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }},
{0 /* Terminate */, { 0, 0 }},
};
#undef GLINFO_LOCATION
#define GLINFO_LOCATION (*gl_info)
static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
if(enable) {
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
} else {
glDisable(GL_TEXTURE_SHADER_NV);
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
}
}
}
static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |
WINED3DTEXOPCAPS_ADDSIGNED2X |
WINED3DTEXOPCAPS_MODULATE |
WINED3DTEXOPCAPS_MODULATE2X |
WINED3DTEXOPCAPS_MODULATE4X |
WINED3DTEXOPCAPS_SELECTARG1 |
WINED3DTEXOPCAPS_SELECTARG2 |
WINED3DTEXOPCAPS_DISABLE;
if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
WINED3DTEXOPCAPS_LERP |
WINED3DTEXOPCAPS_SUBTRACT;
}
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
WINED3DTEXOPCAPS_MULTIPLYADD |
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
}
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
}
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
* not support 3D textures. This asks for trouble if an app uses both bump mapping
* and 3D textures. It also allows us to keep the code simpler by having texture
* shaders constantly enabled.
*/
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
/* TODO: Luminance bump map? */
}
#if 0
/* FIXME: Add
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
WINED3DTEXOPCAPS_PREMODULATE */
#endif
pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
}
/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
#if 0
if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
#endif
}
static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
static void ffp_fragment_free(IWineD3DDevice *iface) {}
#undef GLINFO_LOCATION
const struct fragment_pipeline ffp_fragment_pipeline = {
nvts_enable,
ffp_fragment_get_caps,
ffp_fragment_alloc,
ffp_fragment_free,
ffp_fragmentstate_template
};
static int num_handlers(APPLYSTATEFUNC *funcs) {
unsigned int i;
for(i = 0; funcs[i]; i++);
return i;
}
static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
}
static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
}
void compile_state_table(struct StateEntry *StateTable,
APPLYSTATEFUNC **dev_multistate_funcs,
const struct StateEntryTemplate *vertex,
const struct fragment_pipeline *fragment,
const struct StateEntryTemplate *misc) {
unsigned int i, type, handlers;
APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
const struct StateEntryTemplate *cur;
memset(multistate_funcs, 0, sizeof(multistate_funcs));
for(i = 0; i < STATE_HIGHEST + 1; i++) {
StateTable[i].representative = 0;
StateTable[i].apply = state_undefined;
}
for(type = 0; type < 3; type++) {
/* This switch decides the order in which the states are applied */
switch(type) {
case 0: cur = misc; break;
case 1: cur = fragment->states; break;
case 2: cur = vertex; break;
default: cur = NULL; /* Stupid compiler */
}
if(!cur) continue;
for(i = 0; cur[i].state; i++) {
handlers = num_handlers(multistate_funcs[cur[i].state]);
multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
switch(handlers) {
case 0:
StateTable[cur[i].state].apply = cur[i].content.apply;
break;
case 1:
StateTable[cur[i].state].apply = multistate_apply_2;
dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
0,
sizeof(**dev_multistate_funcs) * 2);
dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
break;
case 2:
StateTable[cur[i].state].apply = multistate_apply_3;
HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
0,
sizeof(**dev_multistate_funcs) * 3);
dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
break;
default:
ERR("Unexpected amount of state handlers for state %u: %u\n",
cur[i].state, handlers + 1);
}
if(StateTable[cur[i].state].representative &&
StateTable[cur[i].state].representative != cur[i].content.representative) {
FIXME("State %u has different representatives in different pipeline parts\n",
cur[i].state);
}
StateTable[cur[i].state].representative = cur[i].content.representative;
}
}
}