2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
150 checkGLcall("glFrontFace GL_CW");
153 checkGLcall("glFrontFace GL_CCW");
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
162 checkGLcall("glFrontFace GL_CCW");
165 checkGLcall("glFrontFace GL_CW");
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
195 checkGLcall("glEnable GL_DITHER");
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
208 checkGLcall("glDepthMask(1)");
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 checkGLcall("glEnable GL_BLEND");
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
250 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310 srcBlend = GL_SRC_ALPHA;
312 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
317 glDisable(GL_LINE_SMOOTH);
318 checkGLcall("glDisable(GL_LINE_SMOOTH)");
321 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322 glBlendFunc(srcBlend, dstBlend);
323 checkGLcall("glBlendFunc");
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
329 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331 glBlendColor (col[0],col[1],col[2],col[3]);
332 checkGLcall("glBlendColor");
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
338 BOOL enable_ckey = FALSE;
340 IWineD3DSurfaceImpl *surf;
342 /* Find out if the texture on the first stage has a ckey set
343 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346 * in case it finds some texture+colorkeyenable combination which needs extra care.
348 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
351 if(surf->CKeyFlags & DDSD_CKSRCBLT) {
352 const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355 * surface has alpha bits
357 if(fmt->alphaMask == 0x00000000) {
363 if(enable_ckey || context->last_was_ckey) {
364 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
366 context->last_was_ckey = enable_ckey;
368 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370 glEnable(GL_ALPHA_TEST);
371 checkGLcall("glEnable GL_ALPHA_TEST");
373 glDisable(GL_ALPHA_TEST);
374 checkGLcall("glDisable GL_ALPHA_TEST");
375 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
381 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382 glParm = GL_NOTEQUAL;
385 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
389 glAlphaFunc(glParm, ref);
390 checkGLcall("glAlphaFunc");
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395 DWORD enable = 0xFFFFFFFF;
396 DWORD disable = 0x00000000;
398 if(stateblock->vertexShader) {
399 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402 * of that - don't do anything here and keep them disabled
404 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405 static BOOL warned = FALSE;
407 FIXME("Clipping not supported with vertex shaders\n");
414 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415 * of already set values
418 /* If enabling / disabling all
419 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
421 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
425 disable = 0xffffffff;
429 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
430 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
431 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
432 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
433 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
434 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
436 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
443 /** update clipping status */
445 stateblock->clip_status.ClipUnion = 0;
446 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
448 stateblock->clip_status.ClipUnion = 0;
449 stateblock->clip_status.ClipIntersection = 0;
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454 int glParm = GL_FUNC_ADD;
456 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
461 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
463 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
464 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
466 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
468 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
471 TRACE("glBlendEquation(%x)\n", glParm);
472 GL_EXTCALL(glBlendEquation(glParm));
473 checkGLcall("glBlendEquation");
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480 * specular color. This is wrong:
481 * Separate specular color means the specular colour is maintained separately, whereas
482 * single color means it is merged in. However in both cases they are being used to
484 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
489 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490 * Instead, we need to setup the FinalCombiner properly.
492 * The default setup for the FinalCombiner is:
494 * <variable> <input> <mapping> <usage>
495 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
500 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
501 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
503 * That's pretty much fine as it is, except for variable B, which needs to take
504 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505 * whether WINED3DRS_SPECULARENABLE is enabled or not.
508 TRACE("Setting specular enable state\n");
509 /* TODO: Add to the material setting functions */
510 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512 checkGLcall("glMaterialfv");
513 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514 glEnable(GL_COLOR_SUM_EXT);
516 TRACE("Specular colors cannot be enabled in this version of opengl\n");
518 checkGLcall("glEnable(GL_COLOR_SUM)");
520 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522 checkGLcall("glFinalCombinerInputNV()");
525 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
527 /* for the case of enabled lighting: */
528 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529 checkGLcall("glMaterialfv");
531 /* for the case of disabled lighting: */
532 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533 glDisable(GL_COLOR_SUM_EXT);
535 TRACE("Specular colors cannot be disabled in this version of opengl\n");
537 checkGLcall("glDisable(GL_COLOR_SUM)");
539 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541 checkGLcall("glFinalCombinerInputNV()");
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
549 /* Note the texture color applies to all textures whereas
550 * GL_TEXTURE_ENV_COLOR applies to active only
553 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
555 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556 /* And now the default texture color as well */
557 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558 /* Note the WINED3DRS value applies to all textures, but GL has one
559 * per texture, so apply it now ready to be used!
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563 checkGLcall("glActiveTextureARB");
565 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
568 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
572 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581 checkGLcall("glStencilFuncSeparate(...)");
582 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583 checkGLcall("glStencilOpSeparate(...)");
587 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590 GL_EXTCALL(glActiveStencilFaceEXT(face));
591 checkGLcall("glActiveStencilFaceEXT(...)");
592 glStencilFunc(func, ref, mask);
593 checkGLcall("glStencilFunc(...)");
594 glStencilOp(stencilFail, depthFail, stencilPass);
595 checkGLcall("glStencilOp(...)");
596 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598 checkGLcall("glStencilFuncSeparateATI(...)");
599 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600 checkGLcall("glStencilOpSeparateATI(...)");
602 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608 DWORD onesided_enable = FALSE;
609 DWORD twosided_enable = FALSE;
610 GLint func = GL_ALWAYS;
611 GLint func_ccw = GL_ALWAYS;
614 GLint stencilFail = GL_KEEP;
615 GLint depthFail = GL_KEEP;
616 GLint stencilPass = GL_KEEP;
617 GLint stencilFail_ccw = GL_KEEP;
618 GLint depthFail_ccw = GL_KEEP;
619 GLint stencilPass_ccw = GL_KEEP;
621 /* No stencil test without a stencil buffer */
622 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623 glDisable(GL_STENCIL_TEST);
624 checkGLcall("glDisable GL_STENCIL_TEST");
628 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
635 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
638 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639 ref = stateblock->renderState[WINED3DRS_STENCILREF];
640 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
655 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658 onesided_enable, twosided_enable, ref, mask,
659 func, stencilFail, depthFail, stencilPass,
660 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
662 if (twosided_enable) {
663 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
666 if (onesided_enable) {
667 glEnable(GL_STENCIL_TEST);
668 checkGLcall("glEnable GL_STENCIL_TEST");
669 glStencilFunc(func, ref, mask);
670 checkGLcall("glStencilFunc(...)");
671 glStencilOp(stencilFail, depthFail, stencilPass);
672 checkGLcall("glStencilOp(...)");
674 glDisable(GL_STENCIL_TEST);
675 checkGLcall("glDisable GL_STENCIL_TEST");
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 if(stateblock->wineD3DDevice->stencilBufferTarget) {
682 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
686 checkGLcall("glStencilMask");
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690 /* TODO: Put this into the vertex type block once that is in the state table */
691 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692 float fogstart, fogend;
700 /* No fog? Disable it, and we're done :-) */
702 checkGLcall("glDisable GL_FOG");
706 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
707 fogstart = tmpvalue.f;
708 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
711 /* Activate when vertex shaders are in the state table */
712 if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
713 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
714 glFogi(GL_FOG_MODE, GL_LINEAR);
715 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
716 if (stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
720 context->last_was_foggy_shader = TRUE;
722 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
723 * the system will apply only pixel(=table) fog effects."
725 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
726 glHint(GL_FOG_HINT, GL_FASTEST);
727 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
728 context->last_was_foggy_shader = FALSE;
730 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
731 /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
732 * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
734 case WINED3DFOG_EXP: {
735 if(!context->last_was_rhw) {
736 glFogi(GL_FOG_MODE, GL_EXP);
737 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
738 if(GL_SUPPORT(EXT_FOG_COORD)) {
739 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
740 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
745 case WINED3DFOG_EXP2: {
746 if(!context->last_was_rhw) {
747 glFogi(GL_FOG_MODE, GL_EXP2);
748 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
749 if(GL_SUPPORT(EXT_FOG_COORD)) {
750 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
751 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
756 case WINED3DFOG_LINEAR: {
757 if(!context->last_was_rhw) {
758 glFogi(GL_FOG_MODE, GL_LINEAR);
759 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
760 if(GL_SUPPORT(EXT_FOG_COORD)) {
761 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
762 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
767 case WINED3DFOG_NONE: {
768 /* Both are none? According to msdn the alpha channel of the specular
769 * color contains a fog factor. Set it in drawStridedSlow.
770 * Same happens with Vertexfog on transformed vertices
772 if(GL_SUPPORT(EXT_FOG_COORD)) {
773 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
774 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
775 glFogi(GL_FOG_MODE, GL_LINEAR);
776 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
780 /* Disable GL fog, handle this in software in drawStridedSlow */
785 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
788 glHint(GL_FOG_HINT, GL_NICEST);
789 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
790 context->last_was_foggy_shader = FALSE;
792 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
794 glFogi(GL_FOG_MODE, GL_EXP);
795 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
796 if(GL_SUPPORT(EXT_FOG_COORD)) {
797 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
798 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
802 case WINED3DFOG_EXP2:
803 glFogi(GL_FOG_MODE, GL_EXP2);
804 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
805 if(GL_SUPPORT(EXT_FOG_COORD)) {
806 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
807 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
811 case WINED3DFOG_LINEAR:
812 glFogi(GL_FOG_MODE, GL_LINEAR);
813 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
814 if(GL_SUPPORT(EXT_FOG_COORD)) {
815 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
816 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
820 case WINED3DFOG_NONE: /* Won't happen */
822 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
828 checkGLcall("glEnable GL_FOG");
830 glFogfv(GL_FOG_START, &fogstart);
831 checkGLcall("glFogf(GL_FOG_START, fogstart");
832 TRACE("Fog Start == %f\n", fogstart);
834 glFogfv(GL_FOG_END, &fogend);
835 checkGLcall("glFogf(GL_FOG_END, fogend");
836 TRACE("Fog End == %f\n", fogend);
839 checkGLcall("glDisable GL_FOG");
842 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
843 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
847 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
849 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
850 /* Set the default alpha blend color */
851 glFogfv(GL_FOG_COLOR, &col[0]);
852 checkGLcall("glFog GL_FOG_COLOR");
855 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
860 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
861 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
862 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
865 /* TODO: Merge with primitive type + init_materials()!! */
866 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
867 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
869 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
870 BOOL isDiffuseSupplied;
872 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
873 * The vertex declaration will call this function if the fixed function pipeline is used.
876 if(isStateDirty(context, STATE_VDECL)) {
880 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
882 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
883 TRACE("diff %d, amb %d, emis %d, spec %d\n",
884 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
885 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
886 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
887 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
889 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
890 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
891 Parm = GL_AMBIENT_AND_DIFFUSE;
895 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
897 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
899 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
904 /* Nothing changed, return. */
905 if (Parm == context->tracking_parm) return;
908 glDisable(GL_COLOR_MATERIAL);
909 checkGLcall("glDisable GL_COLOR_MATERIAL");
911 glColorMaterial(GL_FRONT_AND_BACK, Parm);
912 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
913 glEnable(GL_COLOR_MATERIAL);
914 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
917 /* Apparently calls to glMaterialfv are ignored for properties we're
918 * tracking with glColorMaterial, so apply those here. */
919 switch (context->tracking_parm) {
920 case GL_AMBIENT_AND_DIFFUSE:
921 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
922 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
923 checkGLcall("glMaterialfv");
927 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
928 checkGLcall("glMaterialfv");
932 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
933 checkGLcall("glMaterialfv");
937 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
938 checkGLcall("glMaterialfv");
942 /* Only change material color if specular is enabled, otherwise it is set to black */
943 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
944 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
945 checkGLcall("glMaterialfv");
947 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
948 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
949 checkGLcall("glMaterialfv");
954 context->tracking_parm = Parm;
957 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
960 WINED3DLINEPATTERN lp;
962 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
964 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
966 if (tmppattern.lp.wRepeatFactor) {
967 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
968 checkGLcall("glLineStipple(repeat, linepattern)");
969 glEnable(GL_LINE_STIPPLE);
970 checkGLcall("glEnable(GL_LINE_STIPPLE);");
972 glDisable(GL_LINE_STIPPLE);
973 checkGLcall("glDisable(GL_LINE_STIPPLE);");
977 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
983 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
984 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
985 TRACE("ZBias value %f\n", tmpvalue.f);
986 glPolygonOffset(0, -tmpvalue.f);
987 checkGLcall("glPolygonOffset(0, -Value)");
988 glEnable(GL_POLYGON_OFFSET_FILL);
989 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
990 glEnable(GL_POLYGON_OFFSET_LINE);
991 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
992 glEnable(GL_POLYGON_OFFSET_POINT);
993 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
995 glDisable(GL_POLYGON_OFFSET_FILL);
996 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
997 glDisable(GL_POLYGON_OFFSET_LINE);
998 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
999 glDisable(GL_POLYGON_OFFSET_POINT);
1000 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1005 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1006 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1007 glEnable(GL_NORMALIZE);
1008 checkGLcall("glEnable(GL_NORMALIZE);");
1010 glDisable(GL_NORMALIZE);
1011 checkGLcall("glDisable(GL_NORMALIZE);");
1015 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1021 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1022 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1023 TRACE("Set point size to %f\n", tmpvalue.f);
1024 glPointSize(tmpvalue.f);
1025 checkGLcall("glPointSize(...);");
1028 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1034 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1035 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1036 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1037 checkGLcall("glPointParameterfARB(...");
1039 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1040 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1041 checkGLcall("glPointParameterfEXT(...);");
1042 } else if(tmpvalue.f != 1.0) {
1043 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1047 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1053 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1054 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1055 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1056 checkGLcall("glPointParameterfARB(...");
1058 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1059 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1060 checkGLcall("glPointParameterfEXT(...);");
1061 } else if(tmpvalue.f != 64.0) {
1062 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1066 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1067 /* TODO: Group this with the viewport */
1069 * POINTSCALEENABLE controls how point size value is treated. If set to
1070 * true, the point size is scaled with respect to height of viewport.
1071 * When set to false point size is in pixels.
1073 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1076 /* Default values */
1077 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1080 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1081 * This means that OpenGL will clamp really small point sizes to 1.0f.
1082 * To correct for this we need to multiply by the scale factor when sizes
1083 * are less than 1.0f. scale_factor = 1.0f / point_size.
1085 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1086 if(pointSize > 0.0f) {
1087 GLfloat scaleFactor;
1089 if(pointSize < 1.0f) {
1090 scaleFactor = pointSize * pointSize;
1095 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1096 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1097 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1098 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1099 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1100 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1101 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1105 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1106 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1107 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1109 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1110 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1111 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1113 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1117 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1118 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1120 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1121 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1122 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1123 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1124 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1125 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1126 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1127 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1128 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1129 checkGLcall("glColorMask(...)");
1131 /* depends on WINED3DRS_COLORWRITEENABLE. */
1132 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1133 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1134 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1135 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1136 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1137 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1138 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1142 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1143 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1144 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1145 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1147 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1148 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1152 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1153 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1154 TRACE("Last Pixel Drawing Enabled\n");
1156 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1160 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1164 /* TODO: NV_POINT_SPRITE */
1165 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1166 TRACE("Point sprites not supported\n");
1170 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1176 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
1177 /* Note the WINED3DRS value applies to all textures, but GL has one
1178 * per texture, so apply it now ready to be used!
1180 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1181 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1182 checkGLcall("glActiveTextureARB");
1184 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1188 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1189 checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1190 "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1194 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1196 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1197 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1198 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1199 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1200 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1202 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1205 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1206 stateblock->renderState[WINED3DRS_WRAP1] ||
1207 stateblock->renderState[WINED3DRS_WRAP2] ||
1208 stateblock->renderState[WINED3DRS_WRAP3] ||
1209 stateblock->renderState[WINED3DRS_WRAP4] ||
1210 stateblock->renderState[WINED3DRS_WRAP5] ||
1211 stateblock->renderState[WINED3DRS_WRAP6] ||
1212 stateblock->renderState[WINED3DRS_WRAP7] ||
1213 stateblock->renderState[WINED3DRS_WRAP8] ||
1214 stateblock->renderState[WINED3DRS_WRAP9] ||
1215 stateblock->renderState[WINED3DRS_WRAP10] ||
1216 stateblock->renderState[WINED3DRS_WRAP11] ||
1217 stateblock->renderState[WINED3DRS_WRAP12] ||
1218 stateblock->renderState[WINED3DRS_WRAP13] ||
1219 stateblock->renderState[WINED3DRS_WRAP14] ||
1220 stateblock->renderState[WINED3DRS_WRAP15] ) {
1221 ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1225 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1226 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1227 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1228 glEnable(GL_MULTISAMPLE_ARB);
1229 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1231 glDisable(GL_MULTISAMPLE_ARB);
1232 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1235 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1236 ERR("Multisample antialiasing not supported by gl\n");
1241 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1242 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1243 glEnable(GL_SCISSOR_TEST);
1244 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1246 glDisable(GL_SCISSOR_TEST);
1247 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1251 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1257 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1258 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1259 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1260 glEnable(GL_POLYGON_OFFSET_FILL);
1261 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1262 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1263 checkGLcall("glPolygonOffset(...)");
1265 glDisable(GL_POLYGON_OFFSET_FILL);
1266 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1270 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1271 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1272 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1273 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1275 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1276 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1280 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1282 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1283 ERR(" Stippled Alpha not supported yet.\n");
1286 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1288 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1289 ERR(" Antialias not supported yet.\n");
1292 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1294 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1295 ERR("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1298 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1300 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1301 ERR("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1304 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1312 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1313 ERR("(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented\n", tmpvalue.d);
1316 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1318 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1319 ERR("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1322 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1324 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1325 ERR("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1328 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1330 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1331 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1335 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1336 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1337 ERR("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1340 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1342 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1343 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1346 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1347 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1348 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1352 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1353 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1354 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1358 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1360 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1364 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1365 if(stateblock->renderState[WINED3DRS_ROP2]) {
1366 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1370 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1371 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1372 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1376 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1377 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1378 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1382 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1383 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1384 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1388 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1389 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1390 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1394 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1395 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1396 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1400 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1401 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1402 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1406 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1407 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1408 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1412 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1413 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1414 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1418 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1419 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1420 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1424 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1425 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1426 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1430 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1431 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1432 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1436 /* Activates the texture dimension according to the bound D3D texture.
1437 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1438 * Requires the caller to activate the correct unit before
1440 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1441 if(stateblock->textures[stage]) {
1442 glDisable(GL_TEXTURE_1D);
1443 checkGLcall("glDisable(GL_TEXTURE_1D)");
1444 switch(stateblock->textureDimensions[stage]) {
1446 glDisable(GL_TEXTURE_3D);
1447 checkGLcall("glDisable(GL_TEXTURE_3D)");
1448 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1449 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1450 glEnable(GL_TEXTURE_2D);
1451 checkGLcall("glEnable(GL_TEXTURE_2D)");
1454 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1455 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1456 glDisable(GL_TEXTURE_2D);
1457 checkGLcall("glDisable(GL_TEXTURE_2D)");
1458 glEnable(GL_TEXTURE_3D);
1459 checkGLcall("glEnable(GL_TEXTURE_3D)");
1461 case GL_TEXTURE_CUBE_MAP_ARB:
1462 glDisable(GL_TEXTURE_2D);
1463 checkGLcall("glDisable(GL_TEXTURE_2D)");
1464 glDisable(GL_TEXTURE_3D);
1465 checkGLcall("glDisable(GL_TEXTURE_3D)");
1466 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1467 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1471 glDisable(GL_TEXTURE_2D);
1472 checkGLcall("glDisable(GL_TEXTURE_2D)");
1473 glDisable(GL_TEXTURE_3D);
1474 checkGLcall("glDisable(GL_TEXTURE_3D)");
1475 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1476 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1477 glEnable(GL_TEXTURE_1D);
1478 checkGLcall("glEnable(GL_TEXTURE_1D)");
1479 /* Binding textures is done by samplers. A dummy texture will be bound */
1483 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1484 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1485 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1487 TRACE("Setting color op for stage %d\n", stage);
1489 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1490 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1491 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1495 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1497 if (mapped_stage != -1) {
1498 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1499 if (mapped_stage >= GL_LIMITS(sampler_stages)) {
1500 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1501 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1502 FIXME("Attempt to enable unsupported stage!\n");
1506 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1507 checkGLcall("glActiveTextureARB");
1508 } else if (stage > 0) {
1509 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1514 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1515 if(stateblock->lowest_disabled_stage > 0) {
1516 glEnable(GL_REGISTER_COMBINERS_NV);
1517 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1519 glDisable(GL_REGISTER_COMBINERS_NV);
1522 if(stage >= stateblock->lowest_disabled_stage) {
1523 TRACE("Stage disabled\n");
1524 if (mapped_stage != -1) {
1525 /* Disable everything here */
1526 glDisable(GL_TEXTURE_1D);
1527 checkGLcall("glDisable(GL_TEXTURE_1D)");
1528 glDisable(GL_TEXTURE_2D);
1529 checkGLcall("glDisable(GL_TEXTURE_2D)");
1530 glDisable(GL_TEXTURE_3D);
1531 checkGLcall("glDisable(GL_TEXTURE_3D)");
1532 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1533 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1539 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1540 * if the sampler for this stage is dirty
1542 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1543 if (mapped_stage != -1) activate_dimensions(stage, stateblock);
1546 /* Set the texture combiners */
1547 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1548 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1549 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1550 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1551 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1552 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1555 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1556 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1557 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1558 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1559 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1563 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1565 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1566 DWORD op, arg1, arg2, arg0;
1568 TRACE("Setting alpha op for stage %d\n", stage);
1569 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1570 if (mapped_stage != -1) {
1571 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1572 if (stage >= GL_LIMITS(sampler_stages)) {
1573 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1574 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1575 FIXME("Attempt to enable unsupported stage!\n");
1579 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1580 checkGLcall("glActiveTextureARB");
1581 } else if (stage > 0) {
1582 /* We can't do anything here */
1583 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1588 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1589 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1590 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1591 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1593 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1594 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1595 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1597 if(surf->CKeyFlags & DDSD_CKSRCBLT &&
1598 getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1600 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1601 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1602 * cannot remove the texture's alpha channel entirely.
1604 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1605 * on color keyed surfaces.
1607 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1609 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1610 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1611 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1615 TRACE("Setting alpha op for stage %d\n", stage);
1616 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1617 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1618 op, arg1, arg2, arg0,
1621 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1622 op, arg1, arg2, arg0);
1626 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1627 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1629 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1630 if(texUnit >= GL_LIMITS(sampler_stages)) {
1633 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[texUnit]));
1634 checkGLcall("glActiveTextureARB");
1635 } else if (texUnit > 0) {
1636 /* We can't do anything here */
1637 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1641 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1642 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1643 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1647 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
1649 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1650 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1651 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1653 if (mapped_stage == -1) {
1654 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1658 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1659 if(stage >= GL_LIMITS(sampler_stages)) {
1662 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1663 checkGLcall("glActiveTextureARB");
1664 } else if (stage > 0) {
1665 /* We can't do anything here */
1666 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1670 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1672 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1673 * one flag, you can still specify an index value, which the system uses to
1674 * determine the texture wrapping mode.
1675 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1676 * means use the vertex position (camera-space) as the input texture coordinates
1677 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1678 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1679 * to the TEXCOORDINDEX value
1683 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1685 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1686 case WINED3DTSS_TCI_PASSTHRU:
1687 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1688 glDisable(GL_TEXTURE_GEN_S);
1689 glDisable(GL_TEXTURE_GEN_T);
1690 glDisable(GL_TEXTURE_GEN_R);
1691 glDisable(GL_TEXTURE_GEN_Q);
1692 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1695 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1696 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1697 * as the input texture coordinates for this stage's texture transformation. This
1698 * equates roughly to EYE_LINEAR
1701 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1702 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1703 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1704 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1705 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1707 glMatrixMode(GL_MODELVIEW);
1710 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1711 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1712 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1713 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1716 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1717 glEnable(GL_TEXTURE_GEN_S);
1718 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1719 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1720 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1721 glEnable(GL_TEXTURE_GEN_T);
1722 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1723 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1724 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1725 glEnable(GL_TEXTURE_GEN_R);
1726 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1727 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1728 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1732 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1734 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1735 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1736 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1737 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1738 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1739 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1741 glMatrixMode(GL_MODELVIEW);
1744 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1745 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1746 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1747 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1750 glEnable(GL_TEXTURE_GEN_S);
1751 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1752 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1753 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1754 glEnable(GL_TEXTURE_GEN_T);
1755 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1756 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1757 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1758 glEnable(GL_TEXTURE_GEN_R);
1759 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1760 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1761 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1766 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1768 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1769 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1770 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1771 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1772 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1773 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1775 glMatrixMode(GL_MODELVIEW);
1778 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1779 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1780 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1781 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1784 glEnable(GL_TEXTURE_GEN_S);
1785 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1786 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1787 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1788 glEnable(GL_TEXTURE_GEN_T);
1789 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1790 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1791 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1792 glEnable(GL_TEXTURE_GEN_R);
1793 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1794 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1795 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1800 /* Unhandled types: */
1803 /* ? disable GL_TEXTURE_GEN_n ? */
1804 glDisable(GL_TEXTURE_GEN_S);
1805 glDisable(GL_TEXTURE_GEN_T);
1806 glDisable(GL_TEXTURE_GEN_R);
1807 glDisable(GL_TEXTURE_GEN_Q);
1808 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1812 /* Update the texture matrix */
1813 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1814 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
1817 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
1818 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
1819 * source. Call loadVertexData directly because there is no need to reparse the vertex declaration
1820 * and do all the things linked to it
1821 * TODO: Tidy that up to reload only the arrays of the changed unit
1823 loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
1827 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1828 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1834 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1835 if(tmpvalue.f != 0.0) {
1836 ERR("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1840 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1841 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1847 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1848 if(tmpvalue.f != 0.0) {
1849 ERR("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1853 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1854 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1856 if(stage >= GL_LIMITS(texture_stages)) {
1860 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
1861 ERR("WINED3DTSS_RESULTARG not supported yet\n");
1865 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1866 DWORD sampler = state - STATE_SAMPLER(0);
1867 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
1873 TRACE("Sampler: %d\n", sampler);
1874 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
1875 * only has to bind textures and set the per texture states
1878 if (mapped_stage == -1) {
1879 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
1883 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1884 if(sampler >= GL_LIMITS(sampler_stages)) {
1887 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1888 checkGLcall("glActiveTextureARB");
1889 } else if (sampler > 0) {
1890 /* We can't do anything here */
1891 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1895 if(stateblock->textures[sampler]) {
1896 BOOL texIsPow2 = FALSE;
1898 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
1899 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
1900 * scaling is reapplied or removed, the texture matrix has to be reapplied
1902 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
1903 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
1904 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
1905 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
1908 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
1909 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
1914 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
1915 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
1916 context->lastWasPow2Texture[sampler] = texIsPow2;
1920 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
1921 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
1923 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1924 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
1925 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1926 GL_TEXTURE_LOD_BIAS_EXT,
1928 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1931 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
1932 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1933 /* Using a pixel shader? Verify the sampler types */
1935 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
1936 * dimensions because the shader knows from which texture type to sample from. For the sake of
1937 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
1938 * dimensions. This should make wrong sampling sources visible :-)
1940 glEnable(stateblock->textureDimensions[sampler]);
1941 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
1942 } else if(sampler < stateblock->lowest_disabled_stage) {
1943 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
1944 activate_dimensions(sampler, stateblock);
1947 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
1948 /* If color keying is enabled update the alpha test, it depends on the existence
1949 * of a color key in stage 0
1951 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
1954 } else if(sampler < GL_LIMITS(texture_stages)) {
1955 if(sampler < stateblock->lowest_disabled_stage) {
1956 /* TODO: What should I do with pixel shaders here ??? */
1957 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
1958 activate_dimensions(sampler, stateblock);
1960 } /* Otherwise tex_colorop disables the stage */
1961 glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
1962 checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
1966 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1967 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1969 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
1970 * has an update pending
1972 if(isStateDirty(context, STATE_VDECL) ||
1973 isStateDirty(context, STATE_PIXELSHADER)) {
1977 device->shader_backend->shader_load_constants((IWineD3DDevice *) device,
1978 stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function,
1979 stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function);
1982 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1983 BOOL use_ps = stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function != NULL;
1984 BOOL use_vs = stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL;
1988 if(!context->last_was_pshader) {
1989 /* Former draw without a pixel shader, some samplers
1990 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
1991 * make sure to enable them
1993 for(i=0; i < MAX_SAMPLERS; i++) {
1994 if(!isStateDirty(context, STATE_SAMPLER(i))) {
1995 sampler(STATE_SAMPLER(i), stateblock, context);
1999 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2000 * if a different texture was bound. I don't have to do anything.
2004 /* Compile and bind the shader */
2005 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2007 /* Disabled the pixel shader - color ops weren't applied
2008 * while it was enabled, so re-apply them.
2010 for(i=0; i < MAX_TEXTURES; i++) {
2011 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2012 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2017 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2018 stateblock->wineD3DDevice->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_ps, use_vs);
2020 if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vs || use_ps)) {
2021 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2025 context->last_was_pshader = use_ps;
2028 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2029 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2031 if(stateblock->pixelShader && stage != 0 &&
2032 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2033 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2036 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2037 !isStateDirty(context, STATE_PIXELSHADER)) {
2038 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2043 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2044 /* This function is called by transform_view below if the view matrix was changed too
2046 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2047 * does not always update the world matrix, only on a switch between transformed
2048 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2049 * draw, but that should be rather rare and cheaper in total.
2051 glMatrixMode(GL_MODELVIEW);
2052 checkGLcall("glMatrixMode");
2054 if(context->last_was_rhw) {
2056 checkGLcall("glLoadIdentity()");
2058 /* In the general case, the view matrix is the identity matrix */
2059 if (stateblock->wineD3DDevice->view_ident) {
2060 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2061 checkGLcall("glLoadMatrixf");
2063 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2064 checkGLcall("glLoadMatrixf");
2065 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2066 checkGLcall("glMultMatrixf");
2071 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2072 UINT index = state - STATE_CLIPPLANE(0);
2074 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2078 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2079 glMatrixMode(GL_MODELVIEW);
2081 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2083 TRACE("Clipplane [%f,%f,%f,%f]\n",
2084 stateblock->clipplane[index][0],
2085 stateblock->clipplane[index][1],
2086 stateblock->clipplane[index][2],
2087 stateblock->clipplane[index][3]);
2088 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2089 checkGLcall("glClipPlane");
2094 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2097 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2098 * NOTE: We have to reset the positions even if the light/plane is not currently
2099 * enabled, since the call to enable it will not reset the position.
2100 * NOTE2: Apparently texture transforms do NOT need reapplying
2103 PLIGHTINFOEL *light = NULL;
2105 glMatrixMode(GL_MODELVIEW);
2106 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2107 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2108 checkGLcall("glLoadMatrixf(...)");
2110 /* Reset lights. TODO: Call light apply func */
2111 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2112 light = stateblock->activeLights[k];
2113 if(!light) continue;
2114 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2115 checkGLcall("glLightfv posn");
2116 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2117 checkGLcall("glLightfv dirn");
2120 /* Reset Clipping Planes */
2121 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2122 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2123 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2127 if(context->last_was_rhw) {
2129 checkGLcall("glLoadIdentity()");
2130 /* No need to update the world matrix, the identity is fine */
2134 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2135 * No need to do it here if the state is scheduled for update.
2137 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2138 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2142 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2143 WARN("World matrix 1 - 255 not supported yet\n");
2146 static const GLfloat invymat[16] = {
2147 1.0f, 0.0f, 0.0f, 0.0f,
2148 0.0f, -1.0f, 0.0f, 0.0f,
2149 0.0f, 0.0f, 1.0f, 0.0f,
2150 0.0f, 0.0f, 0.0f, 1.0f};
2152 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2153 glMatrixMode(GL_PROJECTION);
2154 checkGLcall("glMatrixMode(GL_PROJECTION)");
2156 checkGLcall("glLoadIdentity");
2158 if(context->last_was_rhw) {
2159 double X, Y, height, width, minZ, maxZ;
2161 X = stateblock->viewport.X;
2162 Y = stateblock->viewport.Y;
2163 height = stateblock->viewport.Height;
2164 width = stateblock->viewport.Width;
2165 minZ = stateblock->viewport.MinZ;
2166 maxZ = stateblock->viewport.MaxZ;
2168 if(!stateblock->wineD3DDevice->untransformed) {
2169 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2170 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2171 * suppress depth clipping. This can be done because it is an orthogonal projection and
2172 * the Z coordinate does not affect the size of the primitives
2174 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2175 if(stateblock->wineD3DDevice->render_offscreen) {
2176 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2178 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2181 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2182 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2183 * unmodified to opengl.
2185 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2186 * replacement shader.
2188 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2189 if(stateblock->wineD3DDevice->render_offscreen) {
2190 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2192 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2195 checkGLcall("glOrtho");
2197 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2198 glTranslatef(0.375, 0.375, 0);
2199 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2200 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2201 * render everything upside down when rendering offscreen. */
2202 if (stateblock->wineD3DDevice->render_offscreen) {
2203 glMultMatrixf(invymat);
2204 checkGLcall("glMultMatrixf(invymat)");
2207 /* The rule is that the window coordinate 0 does not correspond to the
2208 beginning of the first pixel, but the center of the first pixel.
2209 As a consequence if you want to correctly draw one line exactly from
2210 the left to the right end of the viewport (with all matrices set to
2211 be identity), the x coords of both ends of the line would be not
2212 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2214 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2215 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2217 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2218 * render everything upside down when rendering offscreen. */
2219 if (stateblock->wineD3DDevice->render_offscreen) {
2220 glMultMatrixf(invymat);
2221 checkGLcall("glMultMatrixf(invymat)");
2223 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2224 checkGLcall("glLoadMatrixf");
2228 /* This should match any arrays loaded in loadVertexData.
2229 * stateblock impl is required for GL_SUPPORT
2230 * TODO: Only load / unload arrays if we have to.
2232 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2235 glDisableClientState(GL_VERTEX_ARRAY);
2236 glDisableClientState(GL_NORMAL_ARRAY);
2237 glDisableClientState(GL_COLOR_ARRAY);
2238 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2239 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2241 for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
2242 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2243 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2247 /* This should match any arrays loaded in loadNumberedArrays
2248 * TODO: Only load / unload arrays if we have to.
2250 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2251 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2255 /* Leave all the attribs disabled */
2256 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2257 /* MESA does not support it right not */
2258 if (glGetError() != GL_NO_ERROR)
2260 for (i = 0; i < maxAttribs; ++i) {
2261 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2262 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2266 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2267 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2269 UINT *offset = stateblock->streamOffset;
2271 /* Default to no instancing */
2272 stateblock->wineD3DDevice->instancedDraw = FALSE;
2274 for (i = 0; i < MAX_ATTRIBS; i++) {
2276 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2279 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2280 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2281 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2282 stateblock->wineD3DDevice->instancedDraw = TRUE;
2286 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2288 if(strided->u.input[i].dwStride) {
2289 if(curVBO != strided->u.input[i].VBO) {
2290 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2291 checkGLcall("glBindBufferARB");
2292 curVBO = strided->u.input[i].VBO;
2294 GL_EXTCALL(glVertexAttribPointerARB(i,
2295 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2296 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2297 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2298 strided->u.input[i].dwStride,
2299 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2300 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2302 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2303 * set up the attribute statically. But we have to figure out the system memory address.
2305 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2306 if(strided->u.input[i].VBO) {
2307 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2308 ptr += (long) vb->resource.allocatedMemory;
2310 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2312 switch(strided->u.input[i].dwType) {
2313 case WINED3DDECLTYPE_FLOAT1:
2314 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2316 case WINED3DDECLTYPE_FLOAT2:
2317 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2319 case WINED3DDECLTYPE_FLOAT3:
2320 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2322 case WINED3DDECLTYPE_FLOAT4:
2323 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2326 case WINED3DDECLTYPE_UBYTE4:
2327 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2329 case WINED3DDECLTYPE_UBYTE4N:
2330 case WINED3DDECLTYPE_D3DCOLOR:
2331 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2334 case WINED3DDECLTYPE_SHORT2:
2335 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2337 case WINED3DDECLTYPE_SHORT4:
2338 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2341 case WINED3DDECLTYPE_SHORT2N:
2343 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2344 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2347 case WINED3DDECLTYPE_USHORT2N:
2349 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2350 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2353 case WINED3DDECLTYPE_SHORT4N:
2354 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2356 case WINED3DDECLTYPE_USHORT4N:
2357 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2360 case WINED3DDECLTYPE_UDEC3:
2361 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2362 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2364 case WINED3DDECLTYPE_DEC3N:
2365 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2366 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2369 case WINED3DDECLTYPE_FLOAT16_2:
2370 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2371 * byte float according to the IEEE standard
2373 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2375 case WINED3DDECLTYPE_FLOAT16_4:
2376 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2379 case WINED3DDECLTYPE_UNUSED:
2381 ERR("Unexpected declaration in stride 0 attributes\n");
2389 /* Used from 2 different functions, and too big to justify making it inlined */
2390 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2391 unsigned int textureNo = 0;
2392 unsigned int texture_idx = 0;
2393 UINT *offset = stateblock->streamOffset;
2394 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2396 TRACE("Using fast vertex array code\n");
2398 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2399 stateblock->wineD3DDevice->instancedDraw = FALSE;
2401 /* Blend Data ---------------------------------------------- */
2402 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2403 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2406 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2409 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2410 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2413 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2414 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2415 /* FIXME("TODO\n");*/
2416 /* Note dwType == float3 or float4 == 2 or 3 */
2419 /* with this on, the normals appear to be being modified,
2420 but the vertices aren't being translated as they should be
2421 Maybe the world matrix aren't being setup properly? */
2422 glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1);
2426 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2427 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2428 sd->u.s.blendWeights.dwStride,
2429 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2431 if(curVBO != sd->u.s.blendWeights.VBO) {
2432 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2433 checkGLcall("glBindBufferARB");
2434 curVBO = sd->u.s.blendWeights.VBO;
2437 GL_EXTCALL(glWeightPointerARB)(
2438 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2439 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2440 sd->u.s.blendWeights.dwStride,
2441 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2443 checkGLcall("glWeightPointerARB");
2445 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2446 static BOOL showfixme = TRUE;
2448 FIXME("blendMatrixIndices support\n");
2453 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2454 /* FIXME("TODO\n");*/
2457 GL_EXTCALL(glVertexWeightPointerEXT)(
2458 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2459 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2460 sd->u.s.blendWeights.dwStride,
2461 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2462 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2463 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2464 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2468 /* TODO: support blends in drawStridedSlow
2469 * No need to write a FIXME here, this is done after the general vertex decl decoding
2471 WARN("unsupported blending in openGl\n");
2474 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2475 #if 0 /* TODO: Vertex blending */
2476 glDisable(GL_VERTEX_BLEND_ARB);
2478 TRACE("ARB_VERTEX_BLEND\n");
2479 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2480 TRACE(" EXT_VERTEX_WEIGHTING\n");
2481 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2482 checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2487 #if 0 /* FOG ----------------------------------------------*/
2488 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2490 if (GL_SUPPORT(EXT_FOG_COORD) {
2491 glEnableClientState(GL_FOG_COORDINATE_EXT);
2492 (GL_EXTCALL)(FogCoordPointerEXT)(
2493 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2494 sd->u.s.fog.dwStride,
2495 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2497 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2498 /* FIXME: fixme once */
2499 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2502 if (GL_SUPPRT(EXT_FOR_COORD) {
2503 /* make sure fog is disabled */
2504 glDisableClientState(GL_FOG_COORDINATE_EXT);
2509 #if 0 /* tangents ----------------------------------------------*/
2510 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2511 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2513 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2514 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2515 glEnable(GL_TANGENT_ARRAY_EXT);
2516 (GL_EXTCALL)(TangentPointerEXT)(
2517 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2518 sd->u.s.tangent.dwStride,
2519 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2521 glDisable(GL_TANGENT_ARRAY_EXT);
2523 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2524 glEnable(GL_BINORMAL_ARRAY_EXT);
2525 (GL_EXTCALL)(BinormalPointerEXT)(
2526 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2527 sd->u.s.binormal.dwStride,
2528 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2530 glDisable(GL_BINORMAL_ARRAY_EXT);
2534 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2535 /* FIXME: fixme once */
2536 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2539 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2540 /* make sure fog is disabled */
2541 glDisable(GL_TANGENT_ARRAY_EXT);
2542 glDisable(GL_BINORMAL_ARRAY_EXT);
2547 /* Point Size ----------------------------------------------*/
2548 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2550 /* no such functionality in the fixed function GL pipeline */
2551 TRACE("Cannot change ptSize here in openGl\n");
2552 /* TODO: Implement this function in using shaders if they are available */
2556 /* Vertex Pointers -----------------------------------------*/
2557 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2558 /* Note dwType == float3 or float4 == 2 or 3 */
2559 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2560 sd->u.s.position.dwStride,
2561 sd->u.s.position.dwType + 1,
2562 sd->u.s.position.lpData));
2564 if(curVBO != sd->u.s.position.VBO) {
2565 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2566 checkGLcall("glBindBufferARB");
2567 curVBO = sd->u.s.position.VBO;
2570 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2571 handling for rhw mode should not impact screen position whereas in GL it does.
2572 This may result in very slightly distored textures in rhw mode, but
2573 a very minimal different. There's always the other option of
2574 fixing the view matrix to prevent w from having any effect
2576 This only applies to user pointer sources, in VBOs the vertices are fixed up
2578 if(sd->u.s.position.VBO == 0) {
2579 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2580 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2581 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2584 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2585 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2586 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2588 checkGLcall("glVertexPointer(...)");
2589 glEnableClientState(GL_VERTEX_ARRAY);
2590 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2593 glDisableClientState(GL_VERTEX_ARRAY);
2594 checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
2597 /* Normals -------------------------------------------------*/
2598 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2599 /* Note dwType == float3 or float4 == 2 or 3 */
2600 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2601 sd->u.s.normal.dwStride,
2602 sd->u.s.normal.lpData));
2603 if(curVBO != sd->u.s.normal.VBO) {
2604 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2605 checkGLcall("glBindBufferARB");
2606 curVBO = sd->u.s.normal.VBO;
2609 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2610 sd->u.s.normal.dwStride,
2611 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2612 checkGLcall("glNormalPointer(...)");
2613 glEnableClientState(GL_NORMAL_ARRAY);
2614 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2617 glDisableClientState(GL_NORMAL_ARRAY);
2618 checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
2619 glNormal3f(0, 0, 1);
2620 checkGLcall("glNormal3f(0, 0, 1)");
2623 /* Diffuse Colour --------------------------------------------*/
2624 /* WARNING: Data here MUST be in RGBA format, so cannot */
2625 /* go directly into fast mode from app pgm, because */
2626 /* directx requires data in BGRA format. */
2627 /* currently fixupVertices swizels the format, but this isn't */
2628 /* very practical when using VBOS */
2629 /* NOTE: Unless we write a vertex shader to swizel the colour */
2630 /* , or the user doesn't care and wants the speed advantage */
2632 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2633 /* Note dwType == float3 or float4 == 2 or 3 */
2634 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2635 sd->u.s.diffuse.dwStride,
2636 sd->u.s.diffuse.lpData));
2638 if(curVBO != sd->u.s.diffuse.VBO) {
2639 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2640 checkGLcall("glBindBufferARB");
2641 curVBO = sd->u.s.diffuse.VBO;
2643 glColorPointer(4, GL_UNSIGNED_BYTE,
2644 sd->u.s.diffuse.dwStride,
2645 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2646 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2647 glEnableClientState(GL_COLOR_ARRAY);
2648 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2651 glDisableClientState(GL_COLOR_ARRAY);
2652 checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
2653 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2654 checkGLcall("glColor4f(1, 1, 1, 1)");
2657 /* Specular Colour ------------------------------------------*/
2658 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2659 TRACE("setting specular colour\n");
2660 /* Note dwType == float3 or float4 == 2 or 3 */
2661 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2662 sd->u.s.specular.dwStride,
2663 sd->u.s.specular.lpData));
2664 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2665 if(curVBO != sd->u.s.specular.VBO) {
2666 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2667 checkGLcall("glBindBufferARB");
2668 curVBO = sd->u.s.specular.VBO;
2670 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
2671 sd->u.s.specular.dwStride,
2672 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
2673 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
2674 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2675 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2678 /* Missing specular color is not critical, no warnings */
2679 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2683 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2685 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2686 checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2687 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
2688 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
2691 /* Missing specular color is not critical, no warnings */
2692 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2696 /* Texture coords -------------------------------------------*/
2698 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2699 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2700 /* Abort if we don't support the extension. */
2701 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2702 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2706 if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || stateblock->textures[textureNo]*/ TRUE) {
2707 /* Select the correct texture stage */
2708 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2711 if (stateblock->textures[textureNo] != NULL) {
2712 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2714 if (coordIdx >= MAX_TEXTURES) {
2715 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
2716 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2717 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
2719 } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
2720 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
2721 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2722 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
2725 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2726 textureNo, texture_idx, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2727 if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2728 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2729 checkGLcall("glBindBufferARB");
2730 curVBO = sd->u.s.texCoords[coordIdx].VBO;
2732 /* The coords to supply depend completely on the fvf / vertex shader */
2734 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2735 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2736 sd->u.s.texCoords[coordIdx].dwStride,
2737 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2738 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2740 } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2741 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2742 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2744 if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || stateblock->textures[textureNo]*/ TRUE) ++texture_idx;
2746 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2747 for (textureNo = texture_idx; textureNo < GL_LIMITS(textures); ++textureNo) {
2748 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
2749 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2750 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2755 inline void drawPrimitiveTraceDataLocations(
2756 WineDirect3DVertexStridedData *dataLocations) {
2758 /* Dump out what parts we have supplied */
2759 TRACE("Strided Data:\n");
2760 TRACE_STRIDED((dataLocations), position);
2761 TRACE_STRIDED((dataLocations), blendWeights);
2762 TRACE_STRIDED((dataLocations), blendMatrixIndices);
2763 TRACE_STRIDED((dataLocations), normal);
2764 TRACE_STRIDED((dataLocations), pSize);
2765 TRACE_STRIDED((dataLocations), diffuse);
2766 TRACE_STRIDED((dataLocations), specular);
2767 TRACE_STRIDED((dataLocations), texCoords[0]);
2768 TRACE_STRIDED((dataLocations), texCoords[1]);
2769 TRACE_STRIDED((dataLocations), texCoords[2]);
2770 TRACE_STRIDED((dataLocations), texCoords[3]);
2771 TRACE_STRIDED((dataLocations), texCoords[4]);
2772 TRACE_STRIDED((dataLocations), texCoords[5]);
2773 TRACE_STRIDED((dataLocations), texCoords[6]);
2774 TRACE_STRIDED((dataLocations), texCoords[7]);
2775 TRACE_STRIDED((dataLocations), position2);
2776 TRACE_STRIDED((dataLocations), normal2);
2777 TRACE_STRIDED((dataLocations), tangent);
2778 TRACE_STRIDED((dataLocations), binormal);
2779 TRACE_STRIDED((dataLocations), tessFactor);
2780 TRACE_STRIDED((dataLocations), fog);
2781 TRACE_STRIDED((dataLocations), depth);
2782 TRACE_STRIDED((dataLocations), sample);
2787 /* Helper for vertexdeclaration() */
2788 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
2789 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2791 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
2793 if(device->up_strided) {
2794 /* Note: this is a ddraw fixed-function code path */
2795 TRACE("================ Strided Input ===================\n");
2796 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
2799 drawPrimitiveTraceDataLocations(dataLocations);
2801 } else if (stateblock->vertexDecl || stateblock->vertexShader) {
2802 /* Note: This is a fixed function or shader codepath.
2803 * This means it must handle both types of strided data.
2804 * Shaders must go through here to zero the strided data, even if they
2805 * don't set any declaration at all
2807 TRACE("================ Vertex Declaration ===================\n");
2808 memset(dataLocations, 0, sizeof(*dataLocations));
2810 if (stateblock->vertexDecl) {
2811 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction,
2812 dataLocations, &fixup);
2815 /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
2816 * It is reachable through d3d8, but only for fixed-function.
2817 * It will not work properly for shaders.
2819 TRACE("================ FVF ===================\n");
2820 memset(dataLocations, 0, sizeof(*dataLocations));
2821 primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
2823 drawPrimitiveTraceDataLocations(dataLocations);
2827 /* Unload the old arrays before loading the new ones to get old junk out */
2828 if(context->numberedArraysLoaded) {
2829 unloadNumberedArrays(stateblock);
2830 context->numberedArraysLoaded = FALSE;
2832 if(context->namedArraysLoaded) {
2833 unloadVertexData(stateblock);
2834 context->namedArraysLoaded = FALSE;
2837 if(useVertexShaderFunction) {
2838 TRACE("Loading numbered arrays\n");
2839 loadNumberedArrays(stateblock, dataLocations);
2840 device->useDrawStridedSlow = FALSE;
2841 context->numberedArraysLoaded = TRUE;
2843 (dataLocations->u.s.pSize.lpData == NULL &&
2844 dataLocations->u.s.diffuse.lpData == NULL &&
2845 dataLocations->u.s.specular.lpData == NULL)) {
2846 /* Load the vertex data using named arrays */
2847 TRACE("Loading vertex data\n");
2848 loadVertexData(stateblock, dataLocations);
2849 device->useDrawStridedSlow = FALSE;
2850 context->namedArraysLoaded = TRUE;
2852 TRACE("Not loading vertex data\n");
2853 device->useDrawStridedSlow = TRUE;
2856 /* Generate some fixme's if unsupported functionality is being used */
2857 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
2858 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
2859 if (!useVertexShaderFunction &&
2860 stateblock->renderState[WINED3DRS_VERTEXBLEND] &&
2861 (BUFFER_OR_DATA(blendMatrixIndices) || BUFFER_OR_DATA(blendWeights))) {
2862 FIXME("Vertex Blending is not implemented yet %p %p\n",dataLocations->u.s.blendWeights.lpData,dataLocations->u.s.blendWeights.lpData);
2863 /* TODO: Implement it using GL_ARB_vertex_blend or software emulation in drawStridedSlow */
2865 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
2866 FIXME("Tweening is only valid with vertex shaders\n");
2868 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
2869 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
2871 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
2872 FIXME("Extended attributes are only valid with vertex shaders\n");
2874 #undef BUFFER_OR_DATA
2877 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2878 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
2879 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
2880 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
2882 /* Some stuff is in the device until we have per context tracking */
2883 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2884 BOOL wasrhw = context->last_was_rhw;
2886 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
2887 * here simply check whether a shader was set, or the user disabled shaders
2889 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
2890 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
2891 useVertexShaderFunction = TRUE;
2893 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != context->last_was_foggy_shader) {
2896 } else if(context->last_was_foggy_shader) {
2900 handleStreams(stateblock, useVertexShaderFunction, context);
2902 /* Do I have to use ? TRUE : FALSE ? Or can I rely on 15==15 being equal to TRUE(=1)? */
2903 transformed = ((device->strided_streams.u.s.position.lpData != NULL ||
2904 device->strided_streams.u.s.position.VBO != 0) &&
2905 device->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
2907 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
2911 /* Reapply lighting if it is not scheduled for reapplication already */
2912 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
2913 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
2916 if (!useVertexShaderFunction && transformed) {
2917 context->last_was_rhw = TRUE;
2920 /* Untransformed, so relies on the view and projection matrices */
2921 context->last_was_rhw = FALSE;
2922 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
2923 device->untransformed = TRUE;
2925 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
2926 * Not needed as long as only hw shaders are supported
2929 /* This sets the shader output position correction constants.
2930 * TODO: Move to the viewport state
2932 if (useVertexShaderFunction) {
2933 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
2937 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
2938 * off this function will be called again anyway to make sure they're properly set
2940 if(!useVertexShaderFunction) {
2941 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
2942 * or transformed / untransformed was switched
2944 if(wasrhw != context->last_was_rhw &&
2945 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
2946 !isStateDirty(context, STATE_VIEWPORT)) {
2947 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
2949 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
2952 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
2953 * this check will fail and the matrix not applied again. This is OK because a simple
2954 * world matrix change reapplies the matrix - These checks here are only to satisfy the
2955 * needs of the vertex declaration.
2957 * World and view matrix go into the same gl matrix, so only apply them when neither is
2960 if(transformed != wasrhw &&
2961 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
2962 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2963 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2966 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
2967 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
2970 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
2971 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
2974 /* We compile the shader here because we need the vertex declaration
2975 * in order to determine if we need to do any swizzling for D3DCOLOR
2976 * registers. If the shader is already compiled this call will do nothing. */
2977 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
2979 if(!context->last_was_vshader) {
2981 static BOOL warned = FALSE;
2982 /* Disable all clip planes to get defined results on all drivers. See comment in the
2983 * state_clipping state handler
2985 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
2986 glDisable(GL_CLIP_PLANE0 + i);
2987 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
2990 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
2991 FIXME("Clipping not supported with vertex shaders\n");
2997 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3000 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3001 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3003 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3004 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3008 context->last_was_vshader = useVertexShaderFunction;
3011 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3015 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3016 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3017 checkGLcall("glDepthRange");
3018 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3020 if(stateblock->wineD3DDevice->render_offscreen) {
3021 glViewport(stateblock->viewport.X,
3022 stateblock->viewport.Y,
3023 stateblock->viewport.Width, stateblock->viewport.Height);
3025 glViewport(stateblock->viewport.X,
3026 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3027 stateblock->viewport.Width, stateblock->viewport.Height);
3030 checkGLcall("glViewport");
3032 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3033 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3034 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3035 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3040 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3041 UINT Index = state - STATE_ACTIVELIGHT(0);
3042 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3045 glDisable(GL_LIGHT0 + Index);
3046 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3049 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3051 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3052 glMatrixMode(GL_MODELVIEW);
3054 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3057 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3058 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3059 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3060 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3061 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3062 checkGLcall("glLightfv");
3065 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3066 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3067 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3068 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3069 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3070 checkGLcall("glLightfv");
3073 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3074 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3075 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3076 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3077 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3078 checkGLcall("glLightfv");
3080 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3081 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3083 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3086 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3087 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3088 * Attenuation0 to NaN and crashes in the gl lib
3091 switch (lightInfo->OriginalParms.Type) {
3092 case WINED3DLIGHT_POINT:
3094 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3095 checkGLcall("glLightfv");
3096 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3097 checkGLcall("glLightf");
3098 /* Attenuation - Are these right? guessing... */
3099 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3100 checkGLcall("glLightf");
3101 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3102 checkGLcall("glLightf");
3103 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3104 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3105 checkGLcall("glLightf");
3109 case WINED3DLIGHT_SPOT:
3111 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3112 checkGLcall("glLightfv");
3114 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3115 checkGLcall("glLightfv");
3116 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3117 checkGLcall("glLightf");
3118 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3119 checkGLcall("glLightf");
3120 /* Attenuation - Are these right? guessing... */
3121 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3122 checkGLcall("glLightf");
3123 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3124 checkGLcall("glLightf");
3125 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3126 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3127 checkGLcall("glLightf");
3131 case WINED3DLIGHT_DIRECTIONAL:
3133 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3134 checkGLcall("glLightfv");
3135 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3136 checkGLcall("glLightf");
3137 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3138 checkGLcall("glLightf");
3142 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3145 /* Restore the modelview matrix */
3148 glEnable(GL_LIGHT0 + Index);
3149 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3155 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3156 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3157 RECT *pRect = &stateblock->scissorRect;
3161 GetClientRect(swapchain->win_handle, &windowRect);
3162 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3163 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3165 winHeight = windowRect.bottom - windowRect.top;
3166 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3167 pRect->right - pRect->left, pRect->bottom - pRect->top);
3168 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3169 checkGLcall("glScissor");
3172 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3173 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3174 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3175 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3177 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3178 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3183 const struct StateEntry StateTable[] =
3185 /* State name representative, apply function */
3186 { /* 0, Undefined */ 0, state_undefined },
3187 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3188 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3189 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3190 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3191 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3192 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3193 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3194 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3195 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3196 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3197 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3198 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3199 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3200 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3201 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3202 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3203 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3204 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3205 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3206 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3207 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3208 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3209 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3210 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3211 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3212 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3213 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3214 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3215 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3216 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3217 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3218 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3219 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3220 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3221 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3222 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3223 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3224 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3225 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3226 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3227 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3228 { /* 42, undefined */ 0, state_undefined },
3229 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3230 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3231 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3232 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3233 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3234 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3235 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3236 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3237 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3238 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3239 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3240 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3241 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3242 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3243 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3244 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3245 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3246 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3247 { /* 61, Undefined */ 0, state_undefined },
3248 { /* 62, Undefined */ 0, state_undefined },
3249 { /* 63, Undefined */ 0, state_undefined },
3250 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3251 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3252 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3253 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3254 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3255 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3256 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3257 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3258 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3259 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3260 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3261 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3262 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3263 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3264 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3265 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3266 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3267 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3268 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3269 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3270 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3271 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3272 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3273 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3274 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3275 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3276 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3277 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3278 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3279 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3280 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3281 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3282 { /* 96, Undefined */ 0, state_undefined },
3283 { /* 97, Undefined */ 0, state_undefined },
3284 { /* 98, Undefined */ 0, state_undefined },
3285 { /* 99, Undefined */ 0, state_undefined },
3286 { /*100, Undefined */ 0, state_undefined },
3287 { /*101, Undefined */ 0, state_undefined },
3288 { /*102, Undefined */ 0, state_undefined },
3289 { /*103, Undefined */ 0, state_undefined },
3290 { /*104, Undefined */ 0, state_undefined },
3291 { /*105, Undefined */ 0, state_undefined },
3292 { /*106, Undefined */ 0, state_undefined },
3293 { /*107, Undefined */ 0, state_undefined },
3294 { /*108, Undefined */ 0, state_undefined },
3295 { /*109, Undefined */ 0, state_undefined },
3296 { /*110, Undefined */ 0, state_undefined },
3297 { /*111, Undefined */ 0, state_undefined },
3298 { /*112, Undefined */ 0, state_undefined },
3299 { /*113, Undefined */ 0, state_undefined },
3300 { /*114, Undefined */ 0, state_undefined },
3301 { /*115, Undefined */ 0, state_undefined },
3302 { /*116, Undefined */ 0, state_undefined },
3303 { /*117, Undefined */ 0, state_undefined },
3304 { /*118, Undefined */ 0, state_undefined },
3305 { /*119, Undefined */ 0, state_undefined },
3306 { /*120, Undefined */ 0, state_undefined },
3307 { /*121, Undefined */ 0, state_undefined },
3308 { /*122, Undefined */ 0, state_undefined },
3309 { /*123, Undefined */ 0, state_undefined },
3310 { /*124, Undefined */ 0, state_undefined },
3311 { /*125, Undefined */ 0, state_undefined },
3312 { /*126, Undefined */ 0, state_undefined },
3313 { /*127, Undefined */ 0, state_undefined },
3315 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3316 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3317 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3318 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3319 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3320 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3321 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3322 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3323 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3324 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3325 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3326 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3327 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3328 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3329 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3330 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3331 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3332 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3333 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3334 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3335 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3336 { /*149, Undefined */ 0, state_undefined },
3337 { /*150, Undefined */ 0, state_undefined },
3338 { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
3339 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3340 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3341 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3342 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3343 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3344 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3345 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3346 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3347 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3348 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3349 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3350 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3351 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3352 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3353 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3354 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3355 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3356 { /*169, Undefined */ 0, state_undefined },
3357 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3358 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3359 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3360 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3361 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3362 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3363 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3364 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3365 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3366 { /*177, undefined */ 0, state_undefined },
3367 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3368 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3369 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3370 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3371 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3372 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3373 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3374 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3375 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3376 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3377 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3378 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3379 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3380 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3381 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3382 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3383 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3384 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3385 { /*196, undefined */ 0, state_undefined },
3386 { /*197, undefined */ 0, state_undefined },
3387 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3388 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3389 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3390 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3391 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3392 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3393 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3394 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3395 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3396 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3397 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3398 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3399 /* Texture stage states */
3400 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3401 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3402 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3403 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3404 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3405 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3406 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3407 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3408 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3409 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3410 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3411 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3412 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3413 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3414 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3415 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3416 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3417 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3418 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3419 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3420 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3421 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3422 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3423 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3424 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3425 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3426 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3427 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3428 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3429 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3430 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3431 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3433 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3434 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3435 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3436 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3437 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3438 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3439 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3440 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3441 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3442 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3443 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3444 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3445 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3446 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3447 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3448 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3449 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3450 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3451 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3452 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3453 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3454 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3455 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3456 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3457 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3458 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3459 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3460 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3461 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3462 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3463 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3464 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3466 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3467 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3468 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3469 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3470 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3471 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3472 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3473 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3474 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3475 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3476 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3477 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3478 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3479 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3480 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3481 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3482 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3483 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3484 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3485 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3486 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3487 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3488 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3489 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3490 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3491 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3492 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3493 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3494 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3495 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3496 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3497 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3499 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3500 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3501 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3502 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3503 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3504 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3505 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3506 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3507 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3508 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3509 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3510 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3511 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3512 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3513 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3514 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3515 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3516 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3517 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3518 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3519 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3520 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3521 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3522 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3523 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3524 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3525 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3526 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3527 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3528 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3529 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3530 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3532 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3533 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3534 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3535 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3536 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3537 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3538 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3539 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3540 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3541 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3542 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3543 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3544 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3545 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3546 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3547 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3548 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3549 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3550 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3551 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3552 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3553 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3554 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3555 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3556 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3557 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3558 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3559 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3560 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3561 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3562 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3563 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3565 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3566 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3567 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3568 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3569 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3570 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3571 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3572 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3573 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3574 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3575 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3576 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3577 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3578 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3579 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3580 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3581 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3582 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3583 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3584 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3585 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3586 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3587 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3588 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3589 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3590 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3591 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3592 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3593 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3594 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3595 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3596 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3598 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3599 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3600 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3601 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3602 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3603 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3604 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3605 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3606 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3607 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3608 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3609 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3610 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3611 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3612 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3613 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3614 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3615 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3616 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3617 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3618 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3619 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3620 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3621 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3622 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3623 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3624 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3625 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3626 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3627 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3628 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3629 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3631 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3632 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3633 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3634 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3635 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3636 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3637 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3638 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3639 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3640 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3641 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3642 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3643 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3644 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3645 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3646 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3647 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3648 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3649 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3650 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3651 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3652 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3653 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3654 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3655 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3656 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3657 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3658 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3659 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3660 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3661 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3662 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3663 /* Sampler states */
3664 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3665 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3666 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3667 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3668 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3669 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3670 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3671 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3672 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3673 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3674 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3675 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3676 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3677 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3678 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3679 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3681 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3682 /* Transform states follow */
3683 { /* 1, undefined */ 0, state_undefined },
3684 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3685 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3686 { /* 4, undefined */ 0, state_undefined },
3687 { /* 5, undefined */ 0, state_undefined },
3688 { /* 6, undefined */ 0, state_undefined },
3689 { /* 7, undefined */ 0, state_undefined },
3690 { /* 8, undefined */ 0, state_undefined },
3691 { /* 9, undefined */ 0, state_undefined },
3692 { /* 10, undefined */ 0, state_undefined },
3693 { /* 11, undefined */ 0, state_undefined },
3694 { /* 12, undefined */ 0, state_undefined },
3695 { /* 13, undefined */ 0, state_undefined },
3696 { /* 14, undefined */ 0, state_undefined },
3697 { /* 15, undefined */ 0, state_undefined },
3698 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3699 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3700 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3701 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3702 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3703 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3704 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3705 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3706 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3707 { /* 24, undefined */ 0, state_undefined },
3708 { /* 25, undefined */ 0, state_undefined },
3709 { /* 26, undefined */ 0, state_undefined },
3710 { /* 27, undefined */ 0, state_undefined },
3711 { /* 28, undefined */ 0, state_undefined },
3712 { /* 29, undefined */ 0, state_undefined },
3713 { /* 30, undefined */ 0, state_undefined },
3714 { /* 31, undefined */ 0, state_undefined },
3715 { /* 32, undefined */ 0, state_undefined },
3716 { /* 33, undefined */ 0, state_undefined },
3717 { /* 34, undefined */ 0, state_undefined },
3718 { /* 35, undefined */ 0, state_undefined },
3719 { /* 36, undefined */ 0, state_undefined },
3720 { /* 37, undefined */ 0, state_undefined },
3721 { /* 38, undefined */ 0, state_undefined },
3722 { /* 39, undefined */ 0, state_undefined },
3723 { /* 40, undefined */ 0, state_undefined },
3724 { /* 41, undefined */ 0, state_undefined },
3725 { /* 42, undefined */ 0, state_undefined },
3726 { /* 43, undefined */ 0, state_undefined },
3727 { /* 44, undefined */ 0, state_undefined },
3728 { /* 45, undefined */ 0, state_undefined },
3729 { /* 46, undefined */ 0, state_undefined },
3730 { /* 47, undefined */ 0, state_undefined },
3731 { /* 48, undefined */ 0, state_undefined },
3732 { /* 49, undefined */ 0, state_undefined },
3733 { /* 50, undefined */ 0, state_undefined },
3734 { /* 51, undefined */ 0, state_undefined },
3735 { /* 52, undefined */ 0, state_undefined },
3736 { /* 53, undefined */ 0, state_undefined },
3737 { /* 54, undefined */ 0, state_undefined },
3738 { /* 55, undefined */ 0, state_undefined },
3739 { /* 56, undefined */ 0, state_undefined },
3740 { /* 57, undefined */ 0, state_undefined },
3741 { /* 58, undefined */ 0, state_undefined },
3742 { /* 59, undefined */ 0, state_undefined },
3743 { /* 60, undefined */ 0, state_undefined },
3744 { /* 61, undefined */ 0, state_undefined },
3745 { /* 62, undefined */ 0, state_undefined },
3746 { /* 63, undefined */ 0, state_undefined },
3747 { /* 64, undefined */ 0, state_undefined },
3748 { /* 65, undefined */ 0, state_undefined },
3749 { /* 66, undefined */ 0, state_undefined },
3750 { /* 67, undefined */ 0, state_undefined },
3751 { /* 68, undefined */ 0, state_undefined },
3752 { /* 69, undefined */ 0, state_undefined },
3753 { /* 70, undefined */ 0, state_undefined },
3754 { /* 71, undefined */ 0, state_undefined },
3755 { /* 72, undefined */ 0, state_undefined },
3756 { /* 73, undefined */ 0, state_undefined },
3757 { /* 74, undefined */ 0, state_undefined },
3758 { /* 75, undefined */ 0, state_undefined },
3759 { /* 76, undefined */ 0, state_undefined },
3760 { /* 77, undefined */ 0, state_undefined },
3761 { /* 78, undefined */ 0, state_undefined },
3762 { /* 79, undefined */ 0, state_undefined },
3763 { /* 80, undefined */ 0, state_undefined },
3764 { /* 81, undefined */ 0, state_undefined },
3765 { /* 82, undefined */ 0, state_undefined },
3766 { /* 83, undefined */ 0, state_undefined },
3767 { /* 84, undefined */ 0, state_undefined },
3768 { /* 85, undefined */ 0, state_undefined },
3769 { /* 86, undefined */ 0, state_undefined },
3770 { /* 87, undefined */ 0, state_undefined },
3771 { /* 88, undefined */ 0, state_undefined },
3772 { /* 89, undefined */ 0, state_undefined },
3773 { /* 90, undefined */ 0, state_undefined },
3774 { /* 91, undefined */ 0, state_undefined },
3775 { /* 92, undefined */ 0, state_undefined },
3776 { /* 93, undefined */ 0, state_undefined },
3777 { /* 94, undefined */ 0, state_undefined },
3778 { /* 95, undefined */ 0, state_undefined },
3779 { /* 96, undefined */ 0, state_undefined },
3780 { /* 97, undefined */ 0, state_undefined },
3781 { /* 98, undefined */ 0, state_undefined },
3782 { /* 99, undefined */ 0, state_undefined },
3783 { /*100, undefined */ 0, state_undefined },
3784 { /*101, undefined */ 0, state_undefined },
3785 { /*102, undefined */ 0, state_undefined },
3786 { /*103, undefined */ 0, state_undefined },
3787 { /*104, undefined */ 0, state_undefined },
3788 { /*105, undefined */ 0, state_undefined },
3789 { /*106, undefined */ 0, state_undefined },
3790 { /*107, undefined */ 0, state_undefined },
3791 { /*108, undefined */ 0, state_undefined },
3792 { /*109, undefined */ 0, state_undefined },
3793 { /*110, undefined */ 0, state_undefined },
3794 { /*111, undefined */ 0, state_undefined },
3795 { /*112, undefined */ 0, state_undefined },
3796 { /*113, undefined */ 0, state_undefined },
3797 { /*114, undefined */ 0, state_undefined },
3798 { /*115, undefined */ 0, state_undefined },
3799 { /*116, undefined */ 0, state_undefined },
3800 { /*117, undefined */ 0, state_undefined },
3801 { /*118, undefined */ 0, state_undefined },
3802 { /*119, undefined */ 0, state_undefined },
3803 { /*120, undefined */ 0, state_undefined },
3804 { /*121, undefined */ 0, state_undefined },
3805 { /*122, undefined */ 0, state_undefined },
3806 { /*123, undefined */ 0, state_undefined },
3807 { /*124, undefined */ 0, state_undefined },
3808 { /*125, undefined */ 0, state_undefined },
3809 { /*126, undefined */ 0, state_undefined },
3810 { /*127, undefined */ 0, state_undefined },
3811 { /*128, undefined */ 0, state_undefined },
3812 { /*129, undefined */ 0, state_undefined },
3813 { /*130, undefined */ 0, state_undefined },
3814 { /*131, undefined */ 0, state_undefined },
3815 { /*132, undefined */ 0, state_undefined },
3816 { /*133, undefined */ 0, state_undefined },
3817 { /*134, undefined */ 0, state_undefined },
3818 { /*135, undefined */ 0, state_undefined },
3819 { /*136, undefined */ 0, state_undefined },
3820 { /*137, undefined */ 0, state_undefined },
3821 { /*138, undefined */ 0, state_undefined },
3822 { /*139, undefined */ 0, state_undefined },
3823 { /*140, undefined */ 0, state_undefined },
3824 { /*141, undefined */ 0, state_undefined },
3825 { /*142, undefined */ 0, state_undefined },
3826 { /*143, undefined */ 0, state_undefined },
3827 { /*144, undefined */ 0, state_undefined },
3828 { /*145, undefined */ 0, state_undefined },
3829 { /*146, undefined */ 0, state_undefined },
3830 { /*147, undefined */ 0, state_undefined },
3831 { /*148, undefined */ 0, state_undefined },
3832 { /*149, undefined */ 0, state_undefined },
3833 { /*150, undefined */ 0, state_undefined },
3834 { /*151, undefined */ 0, state_undefined },
3835 { /*152, undefined */ 0, state_undefined },
3836 { /*153, undefined */ 0, state_undefined },
3837 { /*154, undefined */ 0, state_undefined },
3838 { /*155, undefined */ 0, state_undefined },
3839 { /*156, undefined */ 0, state_undefined },
3840 { /*157, undefined */ 0, state_undefined },
3841 { /*158, undefined */ 0, state_undefined },
3842 { /*159, undefined */ 0, state_undefined },
3843 { /*160, undefined */ 0, state_undefined },
3844 { /*161, undefined */ 0, state_undefined },
3845 { /*162, undefined */ 0, state_undefined },
3846 { /*163, undefined */ 0, state_undefined },
3847 { /*164, undefined */ 0, state_undefined },
3848 { /*165, undefined */ 0, state_undefined },
3849 { /*166, undefined */ 0, state_undefined },
3850 { /*167, undefined */ 0, state_undefined },
3851 { /*168, undefined */ 0, state_undefined },
3852 { /*169, undefined */ 0, state_undefined },
3853 { /*170, undefined */ 0, state_undefined },
3854 { /*171, undefined */ 0, state_undefined },
3855 { /*172, undefined */ 0, state_undefined },
3856 { /*173, undefined */ 0, state_undefined },
3857 { /*174, undefined */ 0, state_undefined },
3858 { /*175, undefined */ 0, state_undefined },
3859 { /*176, undefined */ 0, state_undefined },
3860 { /*177, undefined */ 0, state_undefined },
3861 { /*178, undefined */ 0, state_undefined },
3862 { /*179, undefined */ 0, state_undefined },
3863 { /*180, undefined */ 0, state_undefined },
3864 { /*181, undefined */ 0, state_undefined },
3865 { /*182, undefined */ 0, state_undefined },
3866 { /*183, undefined */ 0, state_undefined },
3867 { /*184, undefined */ 0, state_undefined },
3868 { /*185, undefined */ 0, state_undefined },
3869 { /*186, undefined */ 0, state_undefined },
3870 { /*187, undefined */ 0, state_undefined },
3871 { /*188, undefined */ 0, state_undefined },
3872 { /*189, undefined */ 0, state_undefined },
3873 { /*190, undefined */ 0, state_undefined },
3874 { /*191, undefined */ 0, state_undefined },
3875 { /*192, undefined */ 0, state_undefined },
3876 { /*193, undefined */ 0, state_undefined },
3877 { /*194, undefined */ 0, state_undefined },
3878 { /*195, undefined */ 0, state_undefined },
3879 { /*196, undefined */ 0, state_undefined },
3880 { /*197, undefined */ 0, state_undefined },
3881 { /*198, undefined */ 0, state_undefined },
3882 { /*199, undefined */ 0, state_undefined },
3883 { /*200, undefined */ 0, state_undefined },
3884 { /*201, undefined */ 0, state_undefined },
3885 { /*202, undefined */ 0, state_undefined },
3886 { /*203, undefined */ 0, state_undefined },
3887 { /*204, undefined */ 0, state_undefined },
3888 { /*205, undefined */ 0, state_undefined },
3889 { /*206, undefined */ 0, state_undefined },
3890 { /*207, undefined */ 0, state_undefined },
3891 { /*208, undefined */ 0, state_undefined },
3892 { /*209, undefined */ 0, state_undefined },
3893 { /*210, undefined */ 0, state_undefined },
3894 { /*211, undefined */ 0, state_undefined },
3895 { /*212, undefined */ 0, state_undefined },
3896 { /*213, undefined */ 0, state_undefined },
3897 { /*214, undefined */ 0, state_undefined },
3898 { /*215, undefined */ 0, state_undefined },
3899 { /*216, undefined */ 0, state_undefined },
3900 { /*217, undefined */ 0, state_undefined },
3901 { /*218, undefined */ 0, state_undefined },
3902 { /*219, undefined */ 0, state_undefined },
3903 { /*220, undefined */ 0, state_undefined },
3904 { /*221, undefined */ 0, state_undefined },
3905 { /*222, undefined */ 0, state_undefined },
3906 { /*223, undefined */ 0, state_undefined },
3907 { /*224, undefined */ 0, state_undefined },
3908 { /*225, undefined */ 0, state_undefined },
3909 { /*226, undefined */ 0, state_undefined },
3910 { /*227, undefined */ 0, state_undefined },
3911 { /*228, undefined */ 0, state_undefined },
3912 { /*229, undefined */ 0, state_undefined },
3913 { /*230, undefined */ 0, state_undefined },
3914 { /*231, undefined */ 0, state_undefined },
3915 { /*232, undefined */ 0, state_undefined },
3916 { /*233, undefined */ 0, state_undefined },
3917 { /*234, undefined */ 0, state_undefined },
3918 { /*235, undefined */ 0, state_undefined },
3919 { /*236, undefined */ 0, state_undefined },
3920 { /*237, undefined */ 0, state_undefined },
3921 { /*238, undefined */ 0, state_undefined },
3922 { /*239, undefined */ 0, state_undefined },
3923 { /*240, undefined */ 0, state_undefined },
3924 { /*241, undefined */ 0, state_undefined },
3925 { /*242, undefined */ 0, state_undefined },
3926 { /*243, undefined */ 0, state_undefined },
3927 { /*244, undefined */ 0, state_undefined },
3928 { /*245, undefined */ 0, state_undefined },
3929 { /*246, undefined */ 0, state_undefined },
3930 { /*247, undefined */ 0, state_undefined },
3931 { /*248, undefined */ 0, state_undefined },
3932 { /*249, undefined */ 0, state_undefined },
3933 { /*250, undefined */ 0, state_undefined },
3934 { /*251, undefined */ 0, state_undefined },
3935 { /*252, undefined */ 0, state_undefined },
3936 { /*253, undefined */ 0, state_undefined },
3937 { /*254, undefined */ 0, state_undefined },
3938 { /*255, undefined */ 0, state_undefined },
3940 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
3941 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
3942 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
3943 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
3944 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
3945 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
3946 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
3947 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
3948 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
3949 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
3950 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
3951 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
3952 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
3953 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
3954 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
3955 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
3956 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
3957 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
3958 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
3959 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
3960 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
3961 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
3962 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
3963 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
3964 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
3965 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
3966 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
3967 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
3968 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
3969 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
3970 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
3971 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
3972 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
3973 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
3974 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
3975 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
3976 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
3977 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
3978 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
3979 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
3980 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
3981 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
3982 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
3983 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
3984 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
3985 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
3986 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
3987 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
3988 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
3989 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
3990 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
3991 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
3992 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
3993 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
3994 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
3995 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
3996 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
3997 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
3998 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
3999 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4000 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4001 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4002 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4003 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4004 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4005 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4006 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4007 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4008 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4009 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4010 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4011 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4012 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4013 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4014 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4015 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4016 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4017 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4018 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4019 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4020 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4021 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4022 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4023 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4024 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4025 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4026 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4027 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4028 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4029 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4030 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4031 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4032 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4033 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4034 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4035 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4036 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4037 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4038 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4039 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4040 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4041 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4042 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4043 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4044 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4045 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4046 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4047 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4048 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4049 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4050 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4051 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4052 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4053 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4054 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4055 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4056 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4057 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4058 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4059 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4060 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4061 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4062 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4063 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4064 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4065 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4066 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4067 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4068 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4069 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4070 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4071 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4072 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4073 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4074 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4075 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4076 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4077 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4078 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4079 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4080 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4081 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4082 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4083 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4084 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4085 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4086 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4087 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4088 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4089 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4090 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4091 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4092 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4093 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4094 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4095 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4096 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4097 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4098 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4099 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4100 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4101 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4102 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4103 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4104 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4105 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4106 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4107 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4108 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4109 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4110 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4111 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4112 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4113 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4114 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4115 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4116 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4117 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4118 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4119 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4120 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4121 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4122 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4123 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4124 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4125 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4126 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4127 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4128 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4129 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4130 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4131 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4132 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4133 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4134 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4135 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4136 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4137 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4138 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4139 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4140 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4141 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4142 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4143 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4144 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4145 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4146 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4147 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4148 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4149 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4150 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4151 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4152 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4153 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4154 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4155 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4156 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4157 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4158 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4159 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4160 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4161 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4162 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4163 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4164 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4165 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4166 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4167 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4168 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4169 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4170 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4171 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4172 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4173 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4174 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4175 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4176 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4177 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4178 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4179 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4180 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4181 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4182 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4183 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4184 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4185 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4186 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4187 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4188 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4189 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4190 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4191 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4192 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4193 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4194 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4195 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4196 /* Various Vertex states follow */
4197 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4198 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4199 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4200 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4201 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4202 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4203 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4205 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4206 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4207 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4208 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4209 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4210 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4211 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4212 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4214 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4216 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4217 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4218 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4219 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4220 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4221 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4222 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4223 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4224 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4225 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4226 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4227 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4228 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4229 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4230 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4231 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4232 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4233 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4234 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4235 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4236 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4237 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4238 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4239 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4240 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4241 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4242 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4243 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4244 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4245 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4246 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4247 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },