wined3d: Initialize maxAttribs in case it isn't changed by glGetIntegerv.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
38
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
40
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
44      */
45     if(STATE_IS_RENDER(state)) {
46         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48     } else {
49         /* Shouldn't have an unknown type here */
50         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
51     }
52 }
53
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56      * list without causing confusing terminal output. Deliberately no special debug name here
57      * because its undefined.
58      */
59     WARN("undefined state %d\n", state);
60 }
61
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
64
65     switch(Value) {
66         case WINED3DFILL_POINT:
67             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69             break;
70         case WINED3DFILL_WIREFRAME:
71             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73             break;
74         case WINED3DFILL_SOLID:
75             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77             break;
78         default:
79             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
80     }
81 }
82
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84     BOOL transformed;
85
86     /* Lighting is not enabled if transformed vertices are drawn
87      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89      * vertex declaration applying function calls this function for updating
90      */
91
92     if(isStateDirty(context, STATE_VDECL)) {
93         return;
94     }
95
96     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
99
100     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101         glEnable(GL_LIGHTING);
102         checkGLcall("glEnable GL_LIGHTING");
103     } else {
104         glDisable(GL_LIGHTING);
105         checkGLcall("glDisable GL_LIGHTING");
106     }
107 }
108
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110     /* No z test without depth stencil buffers */
111     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112         TRACE("No Z buffer - disabling depth test\n");
113         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114         checkGLcall("glDisable GL_DEPTH_TEST");
115         return;
116     }
117
118     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119         case WINED3DZB_FALSE:
120             glDisable(GL_DEPTH_TEST);
121             checkGLcall("glDisable GL_DEPTH_TEST");
122             break;
123         case WINED3DZB_TRUE:
124             glEnable(GL_DEPTH_TEST);
125             checkGLcall("glEnable GL_DEPTH_TEST");
126             break;
127         case WINED3DZB_USEW:
128             glEnable(GL_DEPTH_TEST);
129             checkGLcall("glEnable GL_DEPTH_TEST");
130             FIXME("W buffer is not well handled\n");
131             break;
132         default:
133             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134     }
135 }
136
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
139      * switch
140      */
141     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142         case WINED3DCULL_NONE:
143             glDisable(GL_CULL_FACE);
144             checkGLcall("glDisable GL_CULL_FACE");
145             break;
146         case WINED3DCULL_CW:
147             glEnable(GL_CULL_FACE);
148             checkGLcall("glEnable GL_CULL_FACE");
149             glCullFace(GL_FRONT);
150             checkGLcall("glCullFace(GL_FRONT)");
151             break;
152         case WINED3DCULL_CCW:
153             glEnable(GL_CULL_FACE);
154             checkGLcall("glEnable GL_CULL_FACE");
155             glCullFace(GL_BACK);
156             checkGLcall("glCullFace(GL_BACK)");
157             break;
158         default:
159             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
160     }
161 }
162
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165         case WINED3DSHADE_FLAT:
166             glShadeModel(GL_FLAT);
167             checkGLcall("glShadeModel(GL_FLAT)");
168             break;
169         case WINED3DSHADE_GOURAUD:
170             glShadeModel(GL_SMOOTH);
171             checkGLcall("glShadeModel(GL_SMOOTH)");
172             break;
173         case WINED3DSHADE_PHONG:
174             FIXME("WINED3DSHADE_PHONG isn't supported\n");
175             break;
176         default:
177             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
178     }
179 }
180
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
183         glEnable(GL_DITHER);
184         checkGLcall("glEnable GL_DITHER");
185     } else {
186         glDisable(GL_DITHER);
187         checkGLcall("glDisable GL_DITHER");
188     }
189 }
190
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193      * this has to be merged with ZENABLE and ZFUNC
194      */
195     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
196         glDepthMask(1);
197         checkGLcall("glDepthMask(1)");
198     } else {
199         glDepthMask(0);
200         checkGLcall("glDepthMask(0)");
201     }
202 }
203
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
206
207     if(glParm) {
208         if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209             static BOOL once = FALSE;
210             /* There are a few issues with this: First, our inability to
211              * select a proper Z depth, most of the time we're stuck with
212              * D24S8, even if the app selects D32 or D16. There seem to be
213              * some other precision problems which have to be debugged to
214              * make NOTEQUAL and EQUAL work properly
215              */
216             if(!once) {
217                 once = TRUE;
218                 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
219             }
220         }
221
222         glDepthFunc(glParm);
223         checkGLcall("glDepthFunc");
224     }
225 }
226
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
228     float col[4];
229     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
230
231     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233     checkGLcall("glLightModel for MODEL_AMBIENT");
234 }
235
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237     int srcBlend = GL_ZERO;
238     int dstBlend = GL_ZERO;
239     const StaticPixelFormatDesc *rtFormat;
240     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
241
242     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
244         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
245         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246         glEnable(GL_BLEND);
247         checkGLcall("glEnable GL_BLEND");
248     } else {
249         glDisable(GL_BLEND);
250         checkGLcall("glDisable GL_BLEND");
251         /* Nothing more to do - get out */
252         return;
253     };
254
255     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
256         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
257         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
258         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
259         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
260         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
261         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
262         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
263         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
264
265         /* To compensate the lack of format switching with backbuffer offscreen rendering,
266          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
267          * if the render target doesn't support alpha blending. A nonexistent alpha channel
268          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
269          */
270         case WINED3DBLEND_DESTALPHA          :
271             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
272             dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
273             break;
274         case WINED3DBLEND_INVDESTALPHA       :
275             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
276             dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
277             break;
278
279         case WINED3DBLEND_SRCALPHASAT        :
280             dstBlend = GL_SRC_ALPHA_SATURATE;
281             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
282             break;
283
284         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
285          * values which are still valid up to d3d9. They should not occur as dest blend values
286          */
287         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
288             srcBlend = GL_SRC_ALPHA;
289             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
290             break;
291
292         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
293             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
294             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
295             break;
296
297         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
298         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
299         default:
300             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
301     }
302
303     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
304         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
305         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
306         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
307         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
308         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
309         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
310         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
311         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
312         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
313
314         case WINED3DBLEND_DESTALPHA          :
315             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
316             srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
317             break;
318         case WINED3DBLEND_INVDESTALPHA       :
319             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
320             srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
321             break;
322
323         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
324             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
325             break;
326
327         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
328             dstBlend = GL_SRC_ALPHA;
329             break;
330
331         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
332         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
333         default:
334             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
335     }
336
337     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
338        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
339         glEnable(GL_LINE_SMOOTH);
340         checkGLcall("glEnable(GL_LINE_SMOOTH)");
341         if(srcBlend != GL_SRC_ALPHA) {
342             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
343         }
344         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
345             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
346         }
347     } else {
348         glDisable(GL_LINE_SMOOTH);
349         checkGLcall("glDisable(GL_LINE_SMOOTH)");
350     }
351
352     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
353     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
354         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
355     }
356
357     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
358         int srcBlendAlpha = GL_ZERO;
359         int dstBlendAlpha = GL_ZERO;
360
361         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
362         if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
363             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
364             return;
365         }
366
367         switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
368             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
369             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
370             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
371             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
372             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
373             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
374             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
375             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
376             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
377             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
378             case WINED3DBLEND_SRCALPHASAT        :
379                 dstBlend = GL_SRC_ALPHA_SATURATE;
380                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
381                 break;
382             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
383             * values which are still valid up to d3d9. They should not occur as dest blend values
384             */
385             case WINED3DBLEND_BOTHSRCALPHA       :
386                 dstBlendAlpha = GL_SRC_ALPHA;
387                 srcBlendAlpha = GL_SRC_ALPHA;
388                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
389                 break;
390             case WINED3DBLEND_BOTHINVSRCALPHA    :
391                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
392                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
393                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
394                 break;
395             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
396             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
397             default:
398                 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
399         }
400
401         switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
402             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
403             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
404             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
405             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
406             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
407             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
408             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
409             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
410             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
411             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
412             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
413             case WINED3DBLEND_BOTHSRCALPHA       :
414                 srcBlendAlpha = GL_SRC_ALPHA;
415                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
416                 break;
417             case WINED3DBLEND_BOTHINVSRCALPHA    :
418                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
419                 dstBlendAlpha = GL_SRC_ALPHA;
420                 break;
421             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
422             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
423             default:
424                 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
425         }
426
427         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
428         checkGLcall("glBlendFuncSeparateEXT");
429     } else {
430         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
431         glBlendFunc(srcBlend, dstBlend);
432         checkGLcall("glBlendFunc");
433     }
434
435     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
436         so it may need updating */
437     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
438         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
439     }
440 }
441
442 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
443     float col[4];
444
445     if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
446         WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
447         return;
448     }
449
450     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
451     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
452     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
453     checkGLcall("glBlendColor");
454 }
455
456 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
457     int glParm = 0;
458     float ref;
459     BOOL enable_ckey = FALSE;
460
461     IWineD3DSurfaceImpl *surf;
462
463     /* Find out if the texture on the first stage has a ckey set
464      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
465      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
466      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
467      * in case it finds some texture+colorkeyenable combination which needs extra care.
468      */
469     if(stateblock->textures[0] && (
470        stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
471        stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
472         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
473
474         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
475             const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
476             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
477              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
478              * surface has alpha bits
479              */
480             if(fmt->alphaMask == 0x00000000) {
481                 enable_ckey = TRUE;
482             }
483         }
484     }
485
486     if(enable_ckey || context->last_was_ckey) {
487         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
488     }
489     context->last_was_ckey = enable_ckey;
490
491     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
492         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
493         glEnable(GL_ALPHA_TEST);
494         checkGLcall("glEnable GL_ALPHA_TEST");
495     } else {
496         glDisable(GL_ALPHA_TEST);
497         checkGLcall("glDisable GL_ALPHA_TEST");
498         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
499          * enable call
500          */
501         return;
502     }
503
504     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
505         glParm = GL_NOTEQUAL;
506         ref = 0.0;
507     } else {
508         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
509         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
510     }
511     if(glParm) {
512         glAlphaFunc(glParm, ref);
513         checkGLcall("glAlphaFunc");
514     }
515 }
516
517 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
518     DWORD enable  = 0xFFFFFFFF;
519     DWORD disable = 0x00000000;
520
521     if (use_vs(stateblock->wineD3DDevice)) {
522         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
523          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
524          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
525          * of that - don't do anything here and keep them disabled
526          */
527         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
528             static BOOL warned = FALSE;
529             if(!warned) {
530                 FIXME("Clipping not supported with vertex shaders\n");
531                 warned = TRUE;
532             }
533         }
534         return;
535     }
536
537     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
538      * of already set values
539      */
540
541     /* If enabling / disabling all
542      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
543      */
544     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
545         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
546         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
547         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
548             glDisable(GL_DEPTH_CLAMP_NV);
549             checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
550         }
551     } else {
552         disable = 0xffffffff;
553         enable  = 0x00;
554         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
555             glEnable(GL_DEPTH_CLAMP_NV);
556             checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
557         }
558     }
559
560     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
561     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
562     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
563     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
564     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
565     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
566
567     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
568     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
569     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
570     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
571     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
572     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
573
574     /** update clipping status */
575     if (enable) {
576         stateblock->clip_status.ClipUnion = 0;
577         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
578     } else {
579         stateblock->clip_status.ClipUnion = 0;
580         stateblock->clip_status.ClipIntersection = 0;
581     }
582 }
583
584 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
585     int blendEquation = GL_FUNC_ADD;
586     int blendEquationAlpha = GL_FUNC_ADD;
587
588     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
589         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
590         return;
591     }
592
593     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
594     if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
595         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
596         return;
597     }
598
599     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
600         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
601         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
602         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
603         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
604         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
605         default:
606             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
607     }
608
609     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
610         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
611         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
612         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
613         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
614         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
615         default:
616             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
617     }
618
619     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
620         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
621         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
622         checkGLcall("glBlendEquationSeparateEXT");
623     } else {
624         TRACE("glBlendEquation(%x)\n", blendEquation);
625         GL_EXTCALL(glBlendEquationEXT(blendEquation));
626         checkGLcall("glBlendEquation");
627     }
628 }
629
630 static void
631 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
632     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
633      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
634      * specular color. This is wrong:
635      * Separate specular color means the specular colour is maintained separately, whereas
636      * single color means it is merged in. However in both cases they are being used to
637      * some extent.
638      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
639      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
640      * running 1.4 yet!
641      *
642      *
643      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
644      * Instead, we need to setup the FinalCombiner properly.
645      *
646      * The default setup for the FinalCombiner is:
647      *
648      * <variable>       <input>                             <mapping>               <usage>
649      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
650      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
651      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
652      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
653      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
654      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
655      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
656      *
657      * That's pretty much fine as it is, except for variable B, which needs to take
658      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
659      * whether WINED3DRS_SPECULARENABLE is enabled or not.
660      */
661
662     TRACE("Setting specular enable state and materials\n");
663     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
664         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
665         checkGLcall("glMaterialfv");
666
667         if(stateblock->material.Power > GL_LIMITS(shininess)) {
668             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
670              * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
671              * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
672              * them, it should be safe to do so without major visual dissortions.
673              */
674             WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
675             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
676         } else {
677             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
678         }
679         checkGLcall("glMaterialf(GL_SHININESS)");
680
681         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
682             glEnable(GL_COLOR_SUM_EXT);
683         } else {
684             TRACE("Specular colors cannot be enabled in this version of opengl\n");
685         }
686         checkGLcall("glEnable(GL_COLOR_SUM)");
687
688         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
689             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
690             checkGLcall("glFinalCombinerInputNV()");
691         }
692     } else {
693         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
694
695         /* for the case of enabled lighting: */
696         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
697         checkGLcall("glMaterialfv");
698
699         /* for the case of disabled lighting: */
700         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
701             glDisable(GL_COLOR_SUM_EXT);
702         } else {
703             TRACE("Specular colors cannot be disabled in this version of opengl\n");
704         }
705         checkGLcall("glDisable(GL_COLOR_SUM)");
706
707         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
708             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
709             checkGLcall("glFinalCombinerInputNV()");
710         }
711     }
712
713     TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
714           stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
715     TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
716           stateblock->material.Ambient.b, stateblock->material.Ambient.a);
717     TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
718           stateblock->material.Specular.b, stateblock->material.Specular.a);
719     TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
720           stateblock->material.Emissive.b, stateblock->material.Emissive.a);
721
722     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
723     checkGLcall("glMaterialfv(GL_AMBIENT)");
724     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
725     checkGLcall("glMaterialfv(GL_DIFFUSE)");
726     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
727     checkGLcall("glMaterialfv(GL_EMISSION)");
728 }
729
730 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
731     unsigned int i;
732
733     /* Note the texture color applies to all textures whereas
734      * GL_TEXTURE_ENV_COLOR applies to active only
735      */
736     float col[4];
737     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
738
739     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
740         /* And now the default texture color as well */
741         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
742             /* Note the WINED3DRS value applies to all textures, but GL has one
743              * per texture, so apply it now ready to be used!
744              */
745             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
746                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
747                 checkGLcall("glActiveTextureARB");
748             } else if (i>0) {
749                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
750             }
751
752             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
753             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
754         }
755     } else {
756         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
757     }
758 }
759
760 static void
761 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
762 #if 0 /* Don't use OpenGL 2.0 calls for now */
763             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
764                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
765                 checkGLcall("glStencilFuncSeparate(...)");
766                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
767                 checkGLcall("glStencilOpSeparate(...)");
768         }
769             else
770 #endif
771     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
772         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
773         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
774         GL_EXTCALL(glActiveStencilFaceEXT(face));
775         checkGLcall("glActiveStencilFaceEXT(...)");
776         glStencilFunc(func, ref, mask);
777         checkGLcall("glStencilFunc(...)");
778         glStencilOp(stencilFail, depthFail, stencilPass);
779         checkGLcall("glStencilOp(...)");
780     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
781         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
782         checkGLcall("glStencilFuncSeparateATI(...)");
783         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
784         checkGLcall("glStencilOpSeparateATI(...)");
785     } else {
786         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
787     }
788 }
789
790 static void
791 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
792     DWORD onesided_enable = FALSE;
793     DWORD twosided_enable = FALSE;
794     GLint func = GL_ALWAYS;
795     GLint func_ccw = GL_ALWAYS;
796     GLint ref = 0;
797     GLuint mask = 0;
798     GLint stencilFail = GL_KEEP;
799     GLint depthFail = GL_KEEP;
800     GLint stencilPass = GL_KEEP;
801     GLint stencilFail_ccw = GL_KEEP;
802     GLint depthFail_ccw = GL_KEEP;
803     GLint stencilPass_ccw = GL_KEEP;
804
805     /* No stencil test without a stencil buffer */
806     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
807         glDisable(GL_STENCIL_TEST);
808         checkGLcall("glDisable GL_STENCIL_TEST");
809         return;
810     }
811
812     onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
813     twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
814     if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
815         func = GL_ALWAYS;
816     if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
817         func_ccw = GL_ALWAYS;
818     ref = stateblock->renderState[WINED3DRS_STENCILREF];
819     mask = stateblock->renderState[WINED3DRS_STENCILMASK];
820     stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
821     depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
822     stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
823     stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
824     depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
825     stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
826
827     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
828           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
829           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
830     onesided_enable, twosided_enable, ref, mask,
831     func, stencilFail, depthFail, stencilPass,
832     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
833
834     if (twosided_enable && onesided_enable) {
835         glEnable(GL_STENCIL_TEST);
836         checkGLcall("glEnable GL_STENCIL_TEST");
837
838         /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
839          * which has an effect on the code below too. If we apply the front face
840          * afterwards, we are sure that the active stencil face is set to front,
841          * and other stencil functions which do not use two sided stencil do not have
842          * to set it back
843          */
844         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
845         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
846     } else if(onesided_enable) {
847         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
848             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
849             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
850         }
851
852         glEnable(GL_STENCIL_TEST);
853         checkGLcall("glEnable GL_STENCIL_TEST");
854         glStencilFunc(func, ref, mask);
855         checkGLcall("glStencilFunc(...)");
856         glStencilOp(stencilFail, depthFail, stencilPass);
857         checkGLcall("glStencilOp(...)");
858     } else {
859         glDisable(GL_STENCIL_TEST);
860         checkGLcall("glDisable GL_STENCIL_TEST");
861     }
862 }
863
864 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
865     DWORD mask;
866
867     if(stateblock->wineD3DDevice->stencilBufferTarget) {
868         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
869     } else {
870         mask = 0;
871     }
872
873     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
874         GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
875         checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
876         glStencilMask(mask);
877         checkGLcall("glStencilMask");
878         GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
879         checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
880         glStencilMask(mask);
881     } else {
882         glStencilMask(mask);
883     }
884     checkGLcall("glStencilMask");
885 }
886
887 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
888     /* TODO: Put this into the vertex type block once that is in the state table */
889     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
890     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
891                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
892     float fogstart, fogend;
893
894     union {
895         DWORD d;
896         float f;
897     } tmpvalue;
898
899     if (!fogenable) {
900         /* No fog? Disable it, and we're done :-) */
901         glDisable(GL_FOG);
902         checkGLcall("glDisable GL_FOG");
903         if( use_ps(stateblock->wineD3DDevice)
904                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
905             /* disable fog in the pixel shader
906              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
907              * -1/(e-s) and e/(e-s) respectively.
908              */
909             glFogf(GL_FOG_START, 0.0f);
910             checkGLcall("glFogf(GL_FOG_START, fogstart)");
911             glFogf(GL_FOG_END, 1.0f);
912             checkGLcall("glFogf(GL_FOG_END, fogend)");
913         }
914         return;
915     }
916
917     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
918     fogstart = tmpvalue.f;
919     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
920     fogend = tmpvalue.f;
921
922     /* Fog Rules:
923      *
924      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
925      * It can use the Z value of the vertex, or the alpha component of the specular color.
926      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
927      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
928      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
929      *
930      * FOGTABLEMODE != NONE:
931      *  The Z value is used, with the equation specified, no matter what vertex type.
932      *
933      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
934      *  Per vertex fog is calculated using the specified fog equation and the parameters
935      *
936      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
937      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
938      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
939      *
940      *
941      * Rules for vertex fog with shaders:
942      *
943      * When mixing fixed function functionality with the programmable pipeline, D3D expects
944      * the fog computation to happen during transformation while openGL expects it to happen
945      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
946      * the pixel shader while openGL always expects the pixel shader to handle the blending.
947      * To solve this problem, WineD3D does:
948      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
949      * shader,
950      * and 2) disables the fog computation (in either the fixed function or programmable
951      * rasterizer) if using a vertex program.
952      *
953      *
954      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
955      * without shaders).
956      */
957
958     if( is_ps3 ) {
959         if( !use_vs(stateblock->wineD3DDevice)
960                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
961             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
962         }
963     }
964
965     if (use_vs(stateblock->wineD3DDevice)
966             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
967         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
968             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
969             /* Disable fog */
970             fogenable = FALSE;
971         } else {
972             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
973             glFogi(GL_FOG_MODE, GL_LINEAR);
974             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
975             fogstart = 1.0;
976             fogend = 0.0;
977         }
978
979         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
980             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
981             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982             context->fog_coord = FALSE;
983         }
984         context->last_was_foggy_shader = TRUE;
985     }
986     else if( use_ps(stateblock->wineD3DDevice) ) {
987         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
988          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
989          */
990         WINED3DFOGMODE mode;
991         context->last_was_foggy_shader = FALSE;
992
993         /* If both fogmodes are set use the table fog mode */
994         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
995             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
996         else
997             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
998
999         switch (mode) {
1000             case WINED3DFOG_EXP:
1001             case WINED3DFOG_EXP2:
1002                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1003                 /* Disable fog */
1004                 fogenable = FALSE;
1005                 break;
1006
1007             case WINED3DFOG_LINEAR:
1008                 fogstart = -1.0f/(fogend-fogstart);
1009                 fogend *= -fogstart;
1010                 break;
1011
1012             case WINED3DFOG_NONE:
1013                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1014                 /* Disable fog */
1015                 fogenable = FALSE;
1016                 break;
1017             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1018         }
1019
1020         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1021             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1022             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1023             context->fog_coord = FALSE;
1024         }
1025     }
1026     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1027      * the system will apply only pixel(=table) fog effects."
1028      */
1029     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1030         glHint(GL_FOG_HINT, GL_FASTEST);
1031         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1032         context->last_was_foggy_shader = FALSE;
1033
1034         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1035             /* If processed vertices are used, fall through to the NONE case */
1036             case WINED3DFOG_EXP:  {
1037                 if(!context->last_was_rhw) {
1038                     glFogi(GL_FOG_MODE, GL_EXP);
1039                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1040                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1041                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1042                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1043                         context->fog_coord = FALSE;
1044                     }
1045                     break;
1046                 }
1047             }
1048             case WINED3DFOG_EXP2: {
1049                 if(!context->last_was_rhw) {
1050                     glFogi(GL_FOG_MODE, GL_EXP2);
1051                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1052                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1053                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1054                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1055                         context->fog_coord = FALSE;
1056                     }
1057                     break;
1058                 }
1059             }
1060             case WINED3DFOG_LINEAR: {
1061                 if(!context->last_was_rhw) {
1062                     glFogi(GL_FOG_MODE, GL_LINEAR);
1063                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1064                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1065                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1066                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1067                         context->fog_coord = FALSE;
1068                     }
1069                     break;
1070                 }
1071             }
1072             case WINED3DFOG_NONE: {
1073                 /* Both are none? According to msdn the alpha channel of the specular
1074                  * color contains a fog factor. Set it in drawStridedSlow.
1075                  * Same happens with Vertexfog on transformed vertices
1076                  */
1077                 if(GL_SUPPORT(EXT_FOG_COORD)) {
1078                     if(context->fog_coord == FALSE) {
1079                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1080                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1081                         context->fog_coord = TRUE;
1082                     }
1083                     glFogi(GL_FOG_MODE, GL_LINEAR);
1084                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1085                     fogstart = 0xff;
1086                     fogend = 0x0;
1087                 } else {
1088                     /* Disable GL fog, handle this in software in drawStridedSlow */
1089                     fogenable = FALSE;
1090                 }
1091                 break;
1092             }
1093             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1094         }
1095     } else {
1096         glHint(GL_FOG_HINT, GL_NICEST);
1097         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1098         context->last_was_foggy_shader = FALSE;
1099
1100         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1101             case WINED3DFOG_EXP:
1102                 glFogi(GL_FOG_MODE, GL_EXP);
1103                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1104                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1105                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1106                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1107                     context->fog_coord = FALSE;
1108                 }
1109                 break;
1110
1111             case WINED3DFOG_EXP2:
1112                 glFogi(GL_FOG_MODE, GL_EXP2);
1113                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1114                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1115                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1116                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1117                     context->fog_coord = FALSE;
1118                 }
1119                 break;
1120
1121             case WINED3DFOG_LINEAR:
1122                 glFogi(GL_FOG_MODE, GL_LINEAR);
1123                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1124                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1125                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1126                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1127                     context->fog_coord = FALSE;
1128                 }
1129                 break;
1130
1131             case WINED3DFOG_NONE:   /* Won't happen */
1132             default:
1133                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1134         }
1135     }
1136
1137     if(fogenable) {
1138         glEnable(GL_FOG);
1139         checkGLcall("glEnable GL_FOG");
1140
1141         if(fogstart != fogend)
1142         {
1143             glFogfv(GL_FOG_START, &fogstart);
1144             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1145             TRACE("Fog Start == %f\n", fogstart);
1146
1147             glFogfv(GL_FOG_END, &fogend);
1148             checkGLcall("glFogf(GL_FOG_END, fogend)");
1149             TRACE("Fog End == %f\n", fogend);
1150         }
1151         else
1152         {
1153             glFogf(GL_FOG_START, -1.0 / 0.0);
1154             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1155             TRACE("Fog Start == %f\n", fogstart);
1156
1157             glFogf(GL_FOG_END, 0.0);
1158             checkGLcall("glFogf(GL_FOG_END, fogend)");
1159             TRACE("Fog End == %f\n", fogend);
1160         }
1161     } else {
1162         glDisable(GL_FOG);
1163         checkGLcall("glDisable GL_FOG");
1164         if( use_ps(stateblock->wineD3DDevice) ) {
1165             /* disable fog in the pixel shader
1166              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1167              * -1/(e-s) and e/(e-s) respectively.
1168              */
1169             glFogf(GL_FOG_START, 0.0f);
1170             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1171             glFogf(GL_FOG_END, 1.0f);
1172             checkGLcall("glFogf(GL_FOG_END, fogend)");
1173         }
1174     }
1175 }
1176
1177 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1178     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1179         if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1180             glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1181             checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1182         } else {
1183             WARN("Range fog enabled, but not supported by this opengl implementation\n");
1184         }
1185     } else {
1186         if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1187             glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1188             checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1189         }
1190     }
1191 }
1192
1193 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1194     float col[4];
1195     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1196     glFogfv(GL_FOG_COLOR, &col[0]);
1197     checkGLcall("glFog GL_FOG_COLOR");
1198 }
1199
1200 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1201     union {
1202         DWORD d;
1203         float f;
1204     } tmpvalue;
1205     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1206     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1207     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1208 }
1209
1210 /* TODO: Merge with primitive type + init_materials()!! */
1211 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1212     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1213     GLenum Parm = 0;
1214     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1215     BOOL isDiffuseSupplied;
1216
1217     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1218      * The vertex declaration will call this function if the fixed function pipeline is used.
1219      */
1220
1221     if(isStateDirty(context, STATE_VDECL)) {
1222         return;
1223     }
1224
1225     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1226
1227     context->num_untracked_materials = 0;
1228     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1229         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1230               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1231               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1232               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1233               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1234
1235         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1237                 Parm = GL_AMBIENT_AND_DIFFUSE;
1238             } else {
1239                 Parm = GL_DIFFUSE;
1240             }
1241             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1242                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1243                 context->num_untracked_materials++;
1244             }
1245             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247                 context->num_untracked_materials++;
1248             }
1249         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250             Parm = GL_AMBIENT;
1251             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1252                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1253                 context->num_untracked_materials++;
1254             }
1255             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1256                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1257                 context->num_untracked_materials++;
1258             }
1259         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1260             Parm = GL_EMISSION;
1261             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1262                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1263                 context->num_untracked_materials++;
1264             }
1265         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1266             Parm = GL_SPECULAR;
1267         }
1268     }
1269
1270     /* Nothing changed, return. */
1271     if (Parm == context->tracking_parm) return;
1272
1273     if(!Parm) {
1274         glDisable(GL_COLOR_MATERIAL);
1275         checkGLcall("glDisable GL_COLOR_MATERIAL");
1276     } else {
1277         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1278         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1279         glEnable(GL_COLOR_MATERIAL);
1280         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1281     }
1282
1283     /* Apparently calls to glMaterialfv are ignored for properties we're
1284      * tracking with glColorMaterial, so apply those here. */
1285     switch (context->tracking_parm) {
1286         case GL_AMBIENT_AND_DIFFUSE:
1287             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1288             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1289             checkGLcall("glMaterialfv");
1290             break;
1291
1292         case GL_DIFFUSE:
1293             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1294             checkGLcall("glMaterialfv");
1295             break;
1296
1297         case GL_AMBIENT:
1298             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1299             checkGLcall("glMaterialfv");
1300             break;
1301
1302         case GL_EMISSION:
1303             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1304             checkGLcall("glMaterialfv");
1305             break;
1306
1307         case GL_SPECULAR:
1308             /* Only change material color if specular is enabled, otherwise it is set to black */
1309             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1310                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1311                 checkGLcall("glMaterialfv");
1312             } else {
1313                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1314                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1315                 checkGLcall("glMaterialfv");
1316             }
1317             break;
1318     }
1319
1320     context->tracking_parm = Parm;
1321 }
1322
1323 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1324     union {
1325         DWORD                 d;
1326         WINED3DLINEPATTERN    lp;
1327     } tmppattern;
1328     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1329
1330     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1331
1332     if (tmppattern.lp.wRepeatFactor) {
1333         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1334         checkGLcall("glLineStipple(repeat, linepattern)");
1335         glEnable(GL_LINE_STIPPLE);
1336         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1337     } else {
1338         glDisable(GL_LINE_STIPPLE);
1339         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1340     }
1341 }
1342
1343 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1344     union {
1345         DWORD d;
1346         float f;
1347     } tmpvalue;
1348
1349     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1350         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1351         TRACE("ZBias value %f\n", tmpvalue.f);
1352         glPolygonOffset(0, -tmpvalue.f);
1353         checkGLcall("glPolygonOffset(0, -Value)");
1354         glEnable(GL_POLYGON_OFFSET_FILL);
1355         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1356         glEnable(GL_POLYGON_OFFSET_LINE);
1357         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1358         glEnable(GL_POLYGON_OFFSET_POINT);
1359         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1360     } else {
1361         glDisable(GL_POLYGON_OFFSET_FILL);
1362         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1363         glDisable(GL_POLYGON_OFFSET_LINE);
1364         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1365         glDisable(GL_POLYGON_OFFSET_POINT);
1366         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1367     }
1368 }
1369
1370
1371 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1372     if(isStateDirty(context, STATE_VDECL)) {
1373         return;
1374     }
1375     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1376      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1377      * by zero and is not properly defined in opengl, so avoid it
1378      */
1379     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1380         stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1381         stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1382         glEnable(GL_NORMALIZE);
1383         checkGLcall("glEnable(GL_NORMALIZE);");
1384     } else {
1385         glDisable(GL_NORMALIZE);
1386         checkGLcall("glDisable(GL_NORMALIZE);");
1387     }
1388 }
1389
1390 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1391     union {
1392         DWORD d;
1393         float f;
1394     } tmpvalue;
1395
1396     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1397     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1398         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1399         checkGLcall("glPointParameterfARB(...)");
1400     }
1401     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1402         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1403         checkGLcall("glPointParameterfEXT(...)");
1404     } else if(tmpvalue.f != 1.0) {
1405         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1406     }
1407 }
1408
1409 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1410     union {
1411         DWORD d;
1412         float f;
1413     } tmpvalue;
1414
1415     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1416     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1417         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1418         checkGLcall("glPointParameterfARB(...)");
1419     }
1420     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1421         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1422         checkGLcall("glPointParameterfEXT(...)");
1423     } else if(tmpvalue.f != 64.0) {
1424         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1425     }
1426 }
1427
1428 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1429     /* TODO: Group this with the viewport */
1430     /*
1431      * POINTSCALEENABLE controls how point size value is treated. If set to
1432      * true, the point size is scaled with respect to height of viewport.
1433      * When set to false point size is in pixels.
1434      */
1435
1436     /* Default values */
1437     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1438     union {
1439         DWORD d;
1440         float f;
1441     } pointSize, A, B, C;
1442
1443     pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1444     A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1445     B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1446     C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1447
1448     if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1449         GLfloat scaleFactor;
1450         float h = stateblock->viewport.Height;
1451
1452         if(pointSize.f < GL_LIMITS(pointsizemin)) {
1453             /*
1454              * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1455              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1456              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1457              * are less than 1.0f. scale_factor =  1.0f / point_size.
1458              */
1459             scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1460             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1461              * is 1.0, but then accepts points below that and draws too small points
1462              */
1463             pointSize.f = GL_LIMITS(pointsizemin);
1464         } else if(pointSize.f > GL_LIMITS(pointsize)) {
1465             /* gl already scales the input to glPointSize,
1466              * d3d scales the result after the point size scale.
1467              * If the point size is bigger than the max size, use the
1468              * scaling to scale it bigger, and set the gl point size to max
1469              */
1470             scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1471             TRACE("scale: %f\n", scaleFactor);
1472             pointSize.f = GL_LIMITS(pointsize);
1473         } else {
1474             scaleFactor = 1.0f;
1475         }
1476         scaleFactor = pow(h * scaleFactor, 2);
1477
1478         att[0] = A.f / scaleFactor;
1479         att[1] = B.f / scaleFactor;
1480         att[2] = C.f / scaleFactor;
1481     }
1482
1483     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1484         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1485         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1486     }
1487     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1488         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1489         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1490     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1491         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1492     }
1493
1494     glPointSize(pointSize.f);
1495     checkGLcall("glPointSize(...);");
1496 }
1497
1498 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1499     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1500
1501     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1502         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1503         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1504         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1505         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1506     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1507                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1508                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1509                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1510     checkGLcall("glColorMask(...)");
1511
1512     /* depends on WINED3DRS_COLORWRITEENABLE. */
1513     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1514        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1515        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1516         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1517             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1518             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1519             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1520     }
1521 }
1522
1523 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1524     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1525         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1526         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1527     } else {
1528         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1529         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1530     }
1531 }
1532
1533 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1535         TRACE("Last Pixel Drawing Enabled\n");
1536     } else {
1537         static BOOL first = TRUE;
1538         if(first) {
1539             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1540             first = FALSE;
1541         } else {
1542             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1543         }
1544     }
1545 }
1546
1547 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1548     /* TODO: NV_POINT_SPRITE */
1549     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1550         TRACE("Point sprites not supported\n");
1551         return;
1552     }
1553
1554     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1555         glEnable(GL_POINT_SPRITE_ARB);
1556         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1557     } else {
1558         glDisable(GL_POINT_SPRITE_ARB);
1559         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1560     }
1561 }
1562
1563 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564     /**
1565      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1566      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1567      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1568      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1569
1570      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1571      */
1572     TRACE("Stub\n");
1573     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1574        stateblock->renderState[WINED3DRS_WRAP1] ||
1575        stateblock->renderState[WINED3DRS_WRAP2] ||
1576        stateblock->renderState[WINED3DRS_WRAP3] ||
1577        stateblock->renderState[WINED3DRS_WRAP4] ||
1578        stateblock->renderState[WINED3DRS_WRAP5] ||
1579        stateblock->renderState[WINED3DRS_WRAP6] ||
1580        stateblock->renderState[WINED3DRS_WRAP7] ||
1581        stateblock->renderState[WINED3DRS_WRAP8] ||
1582        stateblock->renderState[WINED3DRS_WRAP9] ||
1583        stateblock->renderState[WINED3DRS_WRAP10] ||
1584        stateblock->renderState[WINED3DRS_WRAP11] ||
1585        stateblock->renderState[WINED3DRS_WRAP12] ||
1586        stateblock->renderState[WINED3DRS_WRAP13] ||
1587        stateblock->renderState[WINED3DRS_WRAP14] ||
1588        stateblock->renderState[WINED3DRS_WRAP15] ) {
1589         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1590     }
1591 }
1592
1593 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1594     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1595         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1596             glEnable(GL_MULTISAMPLE_ARB);
1597             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1598         } else {
1599             glDisable(GL_MULTISAMPLE_ARB);
1600             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1601         }
1602     } else {
1603         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1604             WARN("Multisample antialiasing not supported by gl\n");
1605         }
1606     }
1607 }
1608
1609 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1610     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1611         glEnable(GL_SCISSOR_TEST);
1612         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1613     } else {
1614         glDisable(GL_SCISSOR_TEST);
1615         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1616     }
1617 }
1618
1619 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1620     union {
1621         DWORD d;
1622         float f;
1623     } tmpvalue;
1624
1625     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1626        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1627         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1628         glEnable(GL_POLYGON_OFFSET_FILL);
1629         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1630         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1631         checkGLcall("glPolygonOffset(...)");
1632     } else {
1633         glDisable(GL_POLYGON_OFFSET_FILL);
1634         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1635     }
1636 }
1637
1638 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1639     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1640         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1641         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1642     } else {
1643         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1644         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1645     }
1646 }
1647
1648 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1649     TRACE("Stub\n");
1650     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1651         FIXME(" Stippled Alpha not supported yet.\n");
1652 }
1653
1654 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1655     TRACE("Stub\n");
1656     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1657         FIXME(" Antialias not supported yet.\n");
1658 }
1659
1660 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1661     TRACE("Stub\n");
1662     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1663         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1664 }
1665
1666 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1667     TRACE("Stub\n");
1668     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1669         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1670 }
1671
1672 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1673     union {
1674         DWORD d;
1675         float f;
1676     } tmpvalue;
1677     tmpvalue.f = 1.0f;
1678
1679     TRACE("Stub\n");
1680     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1681     {
1682         static BOOL displayed = FALSE;
1683
1684         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1685         if(!displayed)
1686             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1687
1688         displayed = TRUE;
1689     }
1690 }
1691
1692 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693     TRACE("Stub\n");
1694     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1695         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1696 }
1697
1698 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699     TRACE("Stub\n");
1700     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1701         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1702 }
1703
1704 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705     TRACE("Stub\n");
1706     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1707         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1708 }
1709
1710 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1712         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1713     }
1714 }
1715
1716 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1718         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1719     }
1720 }
1721
1722 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1723     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1724         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1725     }
1726 }
1727
1728 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1729     if(stateblock->renderState[WINED3DRS_ROP2]) {
1730         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1731     }
1732 }
1733
1734 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1735     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1736         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1737     }
1738 }
1739
1740 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1741     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1742         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1743     }
1744 }
1745
1746 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1748         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1749     }
1750 }
1751
1752 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1753     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1754         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1755     }
1756 }
1757
1758 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1759     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1760         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1761     }
1762 }
1763
1764 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1765     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1766         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1767     }
1768 }
1769
1770 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1771     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1772         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1773     }
1774 }
1775
1776 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1777     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1778         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1779     }
1780 }
1781
1782 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1783     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1784         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1785     }
1786 }
1787
1788 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1789     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1790         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1791     }
1792 }
1793
1794 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1795     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1796         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1797     }
1798 }
1799
1800 /* Activates the texture dimension according to the bound D3D texture.
1801  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1802  * Requires the caller to activate the correct unit before
1803  */
1804 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1805     BOOL bumpmap = FALSE;
1806
1807     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1808                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1809         bumpmap = TRUE;
1810         context->texShaderBumpMap |= (1 << stage);
1811     } else {
1812         context->texShaderBumpMap &= ~(1 << stage);
1813     }
1814
1815     if(stateblock->textures[stage]) {
1816         switch(stateblock->textureDimensions[stage]) {
1817             case GL_TEXTURE_2D:
1818                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1819                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1820                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1821                 } else {
1822                     glDisable(GL_TEXTURE_3D);
1823                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1824                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1825                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1826                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1827                     }
1828                     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1829                         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1830                         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1831                     }
1832                     glEnable(GL_TEXTURE_2D);
1833                     checkGLcall("glEnable(GL_TEXTURE_2D)");
1834                 }
1835                 break;
1836             case GL_TEXTURE_RECTANGLE_ARB:
1837                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1838                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
1839                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1840                 } else {
1841                     glDisable(GL_TEXTURE_2D);
1842                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1843                     glDisable(GL_TEXTURE_3D);
1844                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1845                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1846                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1847                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1848                     }
1849                     glEnable(GL_TEXTURE_RECTANGLE_ARB);
1850                     checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1851                 }
1852                 break;
1853             case GL_TEXTURE_3D:
1854                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1855                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1856                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
1857                 } else {
1858                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1859                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1860                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1861                     }
1862                     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1863                         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1864                         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1865                     }
1866                     glDisable(GL_TEXTURE_2D);
1867                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1868                     glEnable(GL_TEXTURE_3D);
1869                     checkGLcall("glEnable(GL_TEXTURE_3D)");
1870                 }
1871                 break;
1872             case GL_TEXTURE_CUBE_MAP_ARB:
1873                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1874                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1875                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
1876                 } else {
1877                     glDisable(GL_TEXTURE_2D);
1878                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1879                     glDisable(GL_TEXTURE_3D);
1880                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1881                     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1882                         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1883                         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1884                     }
1885                     glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1886                     checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1887                 }
1888               break;
1889         }
1890     } else {
1891         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1892             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1893             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
1894         } else {
1895             glEnable(GL_TEXTURE_2D);
1896             checkGLcall("glEnable(GL_TEXTURE_2D)");
1897             glDisable(GL_TEXTURE_3D);
1898             checkGLcall("glDisable(GL_TEXTURE_3D)");
1899             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1900                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1901                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1902             }
1903             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1904                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1905                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1906             }
1907             /* Binding textures is done by samplers. A dummy texture will be bound */
1908         }
1909     }
1910 }
1911
1912 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1913     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1914     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1915     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1916
1917     TRACE("Setting color op for stage %d\n", stage);
1918
1919     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1920         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1921         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1922         return;
1923     }
1924
1925     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1926
1927     if (mapped_stage != -1) {
1928         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1929             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1930                 FIXME("Attempt to enable unsupported stage!\n");
1931                 return;
1932             }
1933             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1934             checkGLcall("glActiveTextureARB");
1935         } else if (stage > 0) {
1936             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1937             return;
1938         }
1939     }
1940
1941     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1942         if(stateblock->lowest_disabled_stage > 0) {
1943             glEnable(GL_REGISTER_COMBINERS_NV);
1944             GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1945         } else {
1946             glDisable(GL_REGISTER_COMBINERS_NV);
1947         }
1948     }
1949     if(stage >= stateblock->lowest_disabled_stage) {
1950         TRACE("Stage disabled\n");
1951         if (mapped_stage != -1) {
1952             /* Disable everything here */
1953             glDisable(GL_TEXTURE_2D);
1954             checkGLcall("glDisable(GL_TEXTURE_2D)");
1955             glDisable(GL_TEXTURE_3D);
1956             checkGLcall("glDisable(GL_TEXTURE_3D)");
1957             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1958                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1959                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1960             }
1961             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1962                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1963                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1964             }
1965             if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1966                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1967             }
1968         }
1969         /* All done */
1970         return;
1971     }
1972
1973     /* The sampler will also activate the correct texture dimensions, so no need to do it here
1974      * if the sampler for this stage is dirty
1975      */
1976     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1977         if (tex_used) activate_dimensions(stage, stateblock, context);
1978     }
1979
1980     /* Set the texture combiners */
1981     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1982         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1983                          stateblock->textureState[stage][WINED3DTSS_COLOROP],
1984                          stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1985                          stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1986                          stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1987                          mapped_stage);
1988
1989         /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1990          * thus the texture shader may have to be updated
1991          */
1992         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1993             BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1994                              stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1995             BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1996             if(usesBump != usedBump) {
1997                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1998                 checkGLcall("glActiveTextureARB");
1999                 activate_dimensions(stage + 1, stateblock, context);
2000                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2001                 checkGLcall("glActiveTextureARB");
2002             }
2003         }
2004     } else {
2005         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2006                     stateblock->textureState[stage][WINED3DTSS_COLOROP],
2007                     stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2008                     stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2009                     stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2010     }
2011 }
2012
2013 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2014     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2015     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2016     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2017     DWORD op, arg1, arg2, arg0;
2018
2019     TRACE("Setting alpha op for stage %d\n", stage);
2020     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2021     if (mapped_stage != -1) {
2022         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2023             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2024                 FIXME("Attempt to enable unsupported stage!\n");
2025                 return;
2026             }
2027             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2028             checkGLcall("glActiveTextureARB");
2029         } else if (stage > 0) {
2030             /* We can't do anything here */
2031             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2032             return;
2033         }
2034     }
2035
2036     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2037     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2038     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2039     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2040
2041     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
2042        stateblock->textures[0] &&
2043        (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
2044         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2045
2046         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
2047            getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
2048
2049             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
2050              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
2051              * cannot remove the texture's alpha channel entirely.
2052              *
2053              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
2054              * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
2055              * draw things like translucent text and perform other blending effects.
2056              *
2057              * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
2058              * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
2059              * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
2060              * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
2061              * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
2062              * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
2063              * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
2064              * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
2065
2066              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
2067              */
2068             if(op == WINED3DTOP_DISABLE) {
2069                 arg1 = WINED3DTA_TEXTURE;
2070                 op = WINED3DTOP_SELECTARG1;
2071             }
2072             else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
2073                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2074                     arg2 = WINED3DTA_TEXTURE;
2075                     op = WINED3DTOP_MODULATE;
2076                 }
2077                 else arg1 = WINED3DTA_TEXTURE;
2078             }
2079             else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
2080                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2081                     arg1 = WINED3DTA_TEXTURE;
2082                     op = WINED3DTOP_MODULATE;
2083                 }
2084                 else arg2 = WINED3DTA_TEXTURE;
2085             }
2086         }
2087     }
2088
2089     TRACE("Setting alpha op for stage %d\n", stage);
2090     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2091         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2092                          op, arg1, arg2, arg0,
2093                          mapped_stage);
2094     } else {
2095         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2096                     op, arg1, arg2, arg0);
2097     }
2098 }
2099
2100 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2101     DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
2102     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2103     BOOL generated;
2104
2105     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2106     if(use_vs(stateblock->wineD3DDevice) ||
2107        isStateDirty(context, STATE_VDECL)) {
2108         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
2109         return;
2110     }
2111
2112     if (mapped_stage == -1) return;
2113
2114     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2115         if(mapped_stage >= GL_LIMITS(textures)) {
2116             return;
2117         }
2118         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2119         checkGLcall("glActiveTextureARB");
2120     } else if (mapped_stage > 0) {
2121         /* We can't do anything here */
2122         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2123         return;
2124     }
2125     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2126
2127     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
2128                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
2129                         generated,
2130                         context->last_was_rhw,
2131                         stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
2132                             stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
2133                             WINED3DDECLTYPE_UNUSED);
2134
2135     /* The sampler applying function calls us if this changes */
2136     if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
2137         if(generated) {
2138             FIXME("Non-power2 texture being used with generated texture coords\n");
2139         }
2140         TRACE("Non power two matrix multiply fixup\n");
2141         glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
2142     }
2143 }
2144
2145 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
2146     int texture_idx;
2147
2148     for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2149         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2150         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2151     }
2152 }
2153
2154 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
2155     UINT *offset = stateblock->streamOffset;
2156     unsigned int mapped_stage = 0;
2157     unsigned int textureNo = 0;
2158
2159     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2160     /* Abort if we don't support the extension. */
2161     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2162         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2163         return;
2164     }
2165
2166     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2167         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2168
2169         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2170         if (mapped_stage == -1) continue;
2171
2172         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
2173             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2174                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2175
2176             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2177                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2178                 checkGLcall("glBindBufferARB");
2179                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
2180             }
2181
2182             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2183             checkGLcall("glClientActiveTextureARB");
2184
2185             /* The coords to supply depend completely on the fvf / vertex shader */
2186             glTexCoordPointer(
2187                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2188                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2189                     sd->u.s.texCoords[coordIdx].dwStride,
2190                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2191             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2192         } else {
2193             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2194         }
2195     }
2196     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2197         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2198         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2199             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2200         }
2201     }
2202 }
2203
2204 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2205     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2206     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2207
2208     if (mapped_stage == -1) {
2209         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2210         return;
2211     }
2212
2213     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2214         if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2215             return;
2216         }
2217         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2218         checkGLcall("glActiveTextureARB");
2219     } else if (stage > 0) {
2220         /* We can't do anything here */
2221         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2222         return;
2223     }
2224
2225     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2226      *
2227      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2228      * one flag, you can still specify an index value, which the system uses to
2229      * determine the texture wrapping mode.
2230      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2231      * means use the vertex position (camera-space) as the input texture coordinates
2232      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2233      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2234      * to the TEXCOORDINDEX value
2235      */
2236
2237     /*
2238      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2239      */
2240     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2241     case WINED3DTSS_TCI_PASSTHRU:
2242         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2243         glDisable(GL_TEXTURE_GEN_S);
2244         glDisable(GL_TEXTURE_GEN_T);
2245         glDisable(GL_TEXTURE_GEN_R);
2246         glDisable(GL_TEXTURE_GEN_Q);
2247         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2248         break;
2249
2250     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2251         /* CameraSpacePosition means use the vertex position, transformed to camera space,
2252          * as the input texture coordinates for this stage's texture transformation. This
2253          * equates roughly to EYE_LINEAR
2254          */
2255         {
2256             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2257             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2258             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2259             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2260             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2261
2262             glMatrixMode(GL_MODELVIEW);
2263             glPushMatrix();
2264             glLoadIdentity();
2265             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2266             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2267             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2268             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2269             glPopMatrix();
2270
2271             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2272             glEnable(GL_TEXTURE_GEN_S);
2273             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2274             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2275             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2276             glEnable(GL_TEXTURE_GEN_T);
2277             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2278             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2279             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2280             glEnable(GL_TEXTURE_GEN_R);
2281             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2282             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2283             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2284         }
2285         break;
2286
2287     case WINED3DTSS_TCI_CAMERASPACENORMAL:
2288         {
2289             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2290                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2291                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2292                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2293                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2294                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2295
2296                 glMatrixMode(GL_MODELVIEW);
2297                 glPushMatrix();
2298                 glLoadIdentity();
2299                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2300                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2301                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2302                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2303                 glPopMatrix();
2304
2305                 glEnable(GL_TEXTURE_GEN_S);
2306                 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2307                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2308                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2309                 glEnable(GL_TEXTURE_GEN_T);
2310                 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2311                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2312                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2313                 glEnable(GL_TEXTURE_GEN_R);
2314                 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2315                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2316                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2317             }
2318         }
2319         break;
2320
2321     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2322         {
2323             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2324             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2325             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2326             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2327             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2328             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2329
2330             glMatrixMode(GL_MODELVIEW);
2331             glPushMatrix();
2332             glLoadIdentity();
2333             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2334             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2335             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2336             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2337             glPopMatrix();
2338
2339             glEnable(GL_TEXTURE_GEN_S);
2340             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2341             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2342             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2343             glEnable(GL_TEXTURE_GEN_T);
2344             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2345             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2346             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2347             glEnable(GL_TEXTURE_GEN_R);
2348             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2349             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2350             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2351             }
2352         }
2353         break;
2354
2355     /* Unhandled types: */
2356     default:
2357         /* Todo: */
2358         /* ? disable GL_TEXTURE_GEN_n ? */
2359         glDisable(GL_TEXTURE_GEN_S);
2360         glDisable(GL_TEXTURE_GEN_T);
2361         glDisable(GL_TEXTURE_GEN_R);
2362         glDisable(GL_TEXTURE_GEN_Q);
2363         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2364         break;
2365     }
2366
2367     /* Update the texture matrix */
2368     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2369         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2370     }
2371
2372     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2373         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2374          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2375          * and do all the things linked to it
2376          * TODO: Tidy that up to reload only the arrays of the changed unit
2377          */
2378         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2379
2380         unloadTexCoords(stateblock);
2381         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2382     }
2383 }
2384
2385 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2386     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2387
2388     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2389      * has an update pending
2390      */
2391     if(isStateDirty(context, STATE_VDECL) ||
2392        isStateDirty(context, STATE_PIXELSHADER)) {
2393        return;
2394     }
2395
2396     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2397 }
2398
2399 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2400     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2401     union {
2402         DWORD d;
2403         float f;
2404     } tmpvalue;
2405
2406     if(stateblock->pixelShader && stage != 0 &&
2407        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2408         /* The pixel shader has to know the luminance scale. Do a constants update if it
2409          * isn't scheduled anyway
2410          */
2411         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2412            !isStateDirty(context, STATE_PIXELSHADER)) {
2413             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2414         }
2415     }
2416
2417     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2418     if(tmpvalue.f != 0.0) {
2419         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2420     }
2421 }
2422
2423 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2424     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2425     union {
2426         DWORD d;
2427         float f;
2428     } tmpvalue;
2429
2430     if(stateblock->pixelShader && stage != 0 &&
2431        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2432         /* The pixel shader has to know the luminance offset. Do a constants update if it
2433          * isn't scheduled anyway
2434          */
2435         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2436            !isStateDirty(context, STATE_PIXELSHADER)) {
2437             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2438         }
2439     }
2440
2441     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2442     if(tmpvalue.f != 0.0) {
2443         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2444     }
2445 }
2446
2447 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2448     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2449
2450     if(stage >= GL_LIMITS(texture_stages)) {
2451         return;
2452     }
2453
2454     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2455         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2456     }
2457 }
2458
2459 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2460     DWORD sampler = state - STATE_SAMPLER(0);
2461     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2462     union {
2463         float f;
2464         DWORD d;
2465     } tmpvalue;
2466
2467     TRACE("Sampler: %d\n", sampler);
2468     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2469      * only has to bind textures and set the per texture states
2470      */
2471
2472     if (mapped_stage == -1) {
2473         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2474         return;
2475     }
2476
2477     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2478         if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2479             return;
2480         }
2481         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2482         checkGLcall("glActiveTextureARB");
2483     } else if (sampler > 0) {
2484         /* We can't do anything here */
2485         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2486         return;
2487     }
2488
2489     if(stateblock->textures[sampler]) {
2490         BOOL texIsPow2 = FALSE;
2491
2492         /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2493          * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2494          * scaling is reapplied or removed, the texture matrix has to be reapplied
2495          */
2496         if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2497             if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
2498                stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2499                 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2500                    ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2501                     texIsPow2 = TRUE;
2502                 }
2503             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2504                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2505                     texIsPow2 = TRUE;
2506                 }
2507             }
2508
2509             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2510                 context->lastWasPow2Texture[sampler] = texIsPow2;
2511                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2512             }
2513         }
2514
2515         IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
2516         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2517
2518         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2519             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2520             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2521                       GL_TEXTURE_LOD_BIAS_EXT,
2522                       tmpvalue.f);
2523             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2524         }
2525
2526         if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2527             ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2528             /* Using a pixel shader? Verify the sampler types */
2529
2530             /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2531              * dimensions because the shader knows from which texture type to sample from. For the sake of
2532              * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2533              * dimensions. This should make wrong sampling sources visible :-)
2534              */
2535             glEnable(stateblock->textureDimensions[sampler]);
2536             checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2537         } else if(sampler < stateblock->lowest_disabled_stage) {
2538             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2539                 activate_dimensions(sampler, stateblock, context);
2540             }
2541
2542             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2543                 /* If color keying is enabled update the alpha test, it depends on the existence
2544                  * of a color key in stage 0
2545                  */
2546                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2547             }
2548         }
2549     } else if(mapped_stage < GL_LIMITS(textures)) {
2550         if(sampler < stateblock->lowest_disabled_stage) {
2551             /* TODO: What should I do with pixel shaders here ??? */
2552             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2553                 activate_dimensions(sampler, stateblock, context);
2554             }
2555
2556             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2557                 /* If color keying is enabled update the alpha test, it depends on the existence
2558                 * of a color key in stage 0
2559                 */
2560                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2561             }
2562         } /* Otherwise tex_colorop disables the stage */
2563         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2564         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2565     }
2566 }
2567
2568 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2569     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2570     BOOL use_pshader = use_ps(device);
2571     BOOL use_vshader = use_vs(device);
2572     BOOL update_fog = FALSE;
2573     int i;
2574
2575     if (use_pshader) {
2576         if(!context->last_was_pshader) {
2577             /* Former draw without a pixel shader, some samplers
2578              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2579              * make sure to enable them
2580              */
2581             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2582                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2583                     sampler(STATE_SAMPLER(i), stateblock, context);
2584                 }
2585             }
2586             update_fog = TRUE;
2587         } else {
2588            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2589             * if a different texture was bound. I don't have to do anything.
2590             */
2591         }
2592
2593         /* Compile and bind the shader */
2594         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2595     } else {
2596         /* Disabled the pixel shader - color ops weren't applied
2597          * while it was enabled, so re-apply them.
2598          */
2599         for(i=0; i < MAX_TEXTURES; i++) {
2600             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2601                 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2602             }
2603         }
2604         if(context->last_was_pshader)
2605             update_fog = TRUE;
2606     }
2607
2608     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2609         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2610
2611         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2612             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2613         }
2614     }
2615
2616     if(update_fog)
2617         state_fog(state, stateblock, context);
2618
2619     context->last_was_pshader = use_pshader;
2620 }
2621
2622 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2623     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2624     float mat[2][2];
2625     if(stateblock->pixelShader && stage != 0 &&
2626        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2627         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2628          * anyway
2629          */
2630         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2631            !isStateDirty(context, STATE_PIXELSHADER)) {
2632             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2633         }
2634     }
2635
2636     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2637         if(stage >= GL_LIMITS(texture_stages)) {
2638             WARN("Bump env matrix of unsupported stage set\n");
2639         } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2640             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2641             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2642         }
2643         mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2644         mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2645         mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2646         mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2647         GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
2648         checkGLcall("glTexBumpParameterfvATI");
2649     } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2650         /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2651          * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2652          * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2653          * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2654          * for stage + 1. Keep the nvrc tex unit mapping in mind too
2655          */
2656         DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2657
2658         if(mapped_stage < GL_LIMITS(textures)) {
2659             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2660             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2661
2662             /* We can't just pass a pointer to the stateblock to GL due to the different matrix
2663              * format(column major vs row major)
2664              */
2665             mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2666             mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2667             mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2668             mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2669             glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
2670             checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2671         }
2672     }
2673 }
2674
2675 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2676     /* This function is called by transform_view below if the view matrix was changed too
2677      *
2678      * Deliberately no check if the vertex declaration is dirty because the vdecl state
2679      * does not always update the world matrix, only on a switch between transformed
2680      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2681      * draw, but that should be rather rare and cheaper in total.
2682      */
2683     glMatrixMode(GL_MODELVIEW);
2684     checkGLcall("glMatrixMode");
2685
2686     if(context->last_was_rhw) {
2687         glLoadIdentity();
2688         checkGLcall("glLoadIdentity()");
2689     } else {
2690         /* In the general case, the view matrix is the identity matrix */
2691         if (stateblock->wineD3DDevice->view_ident) {
2692             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2693             checkGLcall("glLoadMatrixf");
2694         } else {
2695             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2696             checkGLcall("glLoadMatrixf");
2697             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2698             checkGLcall("glMultMatrixf");
2699         }
2700     }
2701 }
2702
2703 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2704     UINT index = state - STATE_CLIPPLANE(0);
2705
2706     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2707         return;
2708     }
2709
2710     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2711     glMatrixMode(GL_MODELVIEW);
2712     glPushMatrix();
2713     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2714
2715     TRACE("Clipplane [%f,%f,%f,%f]\n",
2716           stateblock->clipplane[index][0],
2717           stateblock->clipplane[index][1],
2718           stateblock->clipplane[index][2],
2719           stateblock->clipplane[index][3]);
2720     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2721     checkGLcall("glClipPlane");
2722
2723     glPopMatrix();
2724 }
2725
2726 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2727     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2728     GLenum glMat;
2729     TRACE("Setting world matrix %d\n", matrix);
2730
2731     if(matrix >= GL_LIMITS(blends)) {
2732         WARN("Unsupported blend matrix set\n");
2733         return;
2734     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2735         return;
2736     }
2737
2738     /* GL_MODELVIEW0_ARB:  0x1700
2739      * GL_MODELVIEW1_ARB:  0x0x850a
2740      * GL_MODELVIEW2_ARB:  0x8722
2741      * GL_MODELVIEW3_ARB:  0x8723
2742      * etc
2743      * GL_MODELVIEW31_ARB: 0x873F
2744      */
2745     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2746     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2747
2748     glMatrixMode(glMat);
2749     checkGLcall("glMatrixMode(glMat)");
2750
2751     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2752      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2753      */
2754     if(stateblock->wineD3DDevice->view_ident) {
2755         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2756         checkGLcall("glLoadMatrixf")
2757     } else {
2758         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2759         checkGLcall("glLoadMatrixf")
2760         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2761         checkGLcall("glMultMatrixf")
2762     }
2763 }
2764
2765 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2766     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2767
2768     switch(val) {
2769         case WINED3DVBF_1WEIGHTS:
2770         case WINED3DVBF_2WEIGHTS:
2771         case WINED3DVBF_3WEIGHTS:
2772             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2773                 glEnable(GL_VERTEX_BLEND_ARB);
2774                 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2775
2776                 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2777                  * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2778                  */
2779                 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2780
2781                 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2782                     int i;
2783                     for(i = 1; i < GL_LIMITS(blends); i++) {
2784                         if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2785                             transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2786                         }
2787                     }
2788                     stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2789                 }
2790             } else {
2791                 static BOOL once = FALSE;
2792                 if(!once) {
2793                     once = TRUE;
2794                     /* TODO: Implement vertex blending in drawStridedSlow */
2795                     FIXME("Vertex blending enabled, but not supported by hardware\n");
2796                 }
2797             }
2798             break;
2799
2800         case WINED3DVBF_DISABLE:
2801         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2802             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2803                 glDisable(GL_VERTEX_BLEND_ARB);
2804                 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2805             } else {
2806                 TRACE("Vertex blending disabled\n");
2807             }
2808             break;
2809
2810         case WINED3DVBF_TWEENING:
2811             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2812              * vertex weights in the vertices?
2813              * For now we don't report that as supported, so a warn should suffice
2814              */
2815             WARN("Tweening not supported yet\n");
2816             break;
2817     }
2818 }
2819
2820 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2821     unsigned int k;
2822
2823     /* If we are changing the View matrix, reset the light and clipping planes to the new view
2824      * NOTE: We have to reset the positions even if the light/plane is not currently
2825      *       enabled, since the call to enable it will not reset the position.
2826      * NOTE2: Apparently texture transforms do NOT need reapplying
2827      */
2828
2829     PLIGHTINFOEL *light = NULL;
2830
2831     glMatrixMode(GL_MODELVIEW);
2832     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2833     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2834     checkGLcall("glLoadMatrixf(...)");
2835
2836     /* Reset lights. TODO: Call light apply func */
2837     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2838         light = stateblock->activeLights[k];
2839         if(!light) continue;
2840         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2841         checkGLcall("glLightfv posn");
2842         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2843         checkGLcall("glLightfv dirn");
2844     }
2845
2846     /* Reset Clipping Planes  */
2847     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2848         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2849             clipplane(STATE_CLIPPLANE(k), stateblock, context);
2850         }
2851     }
2852
2853     if(context->last_was_rhw) {
2854         glLoadIdentity();
2855         checkGLcall("glLoadIdentity()");
2856         /* No need to update the world matrix, the identity is fine */
2857         return;
2858     }
2859
2860     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2861      * No need to do it here if the state is scheduled for update.
2862      */
2863     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2864         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2865     }
2866
2867     /* Avoid looping over a number of matrices if the app never used the functionality */
2868     if(stateblock->wineD3DDevice->vertexBlendUsed) {
2869         for(k = 1; k < GL_LIMITS(blends); k++) {
2870             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2871                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2872             }
2873         }
2874     }
2875 }
2876
2877 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2878     glMatrixMode(GL_PROJECTION);
2879     checkGLcall("glMatrixMode(GL_PROJECTION)");
2880     glLoadIdentity();
2881     checkGLcall("glLoadIdentity");
2882
2883     if(context->last_was_rhw) {
2884         double X, Y, height, width, minZ, maxZ;
2885
2886         X      = stateblock->viewport.X;
2887         Y      = stateblock->viewport.Y;
2888         height = stateblock->viewport.Height;
2889         width  = stateblock->viewport.Width;
2890         minZ   = stateblock->viewport.MinZ;
2891         maxZ   = stateblock->viewport.MaxZ;
2892
2893         if(!stateblock->wineD3DDevice->untransformed) {
2894             /* Transformed vertices are supposed to bypass the whole transform pipeline including
2895              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2896              * suppress depth clipping. This can be done because it is an orthogonal projection and
2897              * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2898              * Persia 3D need this.
2899              *
2900              * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2901              * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2902              * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2903              * to the viewer.
2904              *
2905              * Also note that this breaks z comparison against z values filled in with clear,
2906              * but no app depending on that and disabled clipping has been found yet. Comparing
2907              * primitives against themselves works, so the Z buffer is still intact for normal hidden
2908              * surface removal.
2909              *
2910              * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2911              * but this would break Z buffer operation. Raising the range to something less than
2912              * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2913              * problem either.
2914              */
2915             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2916             if(stateblock->wineD3DDevice->render_offscreen) {
2917                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2918             } else {
2919                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2920             }
2921         } else {
2922             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2923              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2924              * unmodified to opengl.
2925              *
2926              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2927              * replacement shader.
2928              */
2929             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2930             if(stateblock->wineD3DDevice->render_offscreen) {
2931                 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2932             } else {
2933                 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2934             }
2935         }
2936         checkGLcall("glOrtho");
2937
2938         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2939         glTranslatef(0.5, 0.5, 0);
2940         checkGLcall("glTranslatef(0.5, 0.5, 0)");
2941         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2942          * render everything upside down when rendering offscreen. */
2943         if (stateblock->wineD3DDevice->render_offscreen) {
2944             glScalef(1.0, -1.0, 1.0);
2945             checkGLcall("glScalef");
2946         }
2947     } else {
2948         /* The rule is that the window coordinate 0 does not correspond to the
2949             beginning of the first pixel, but the center of the first pixel.
2950             As a consequence if you want to correctly draw one line exactly from
2951             the left to the right end of the viewport (with all matrices set to
2952             be identity), the x coords of both ends of the line would be not
2953             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2954             instead.
2955
2956             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2957             divide by the Width/Height, so we need the half range(1.0) to translate by
2958             half a pixel.
2959
2960             The other fun is that d3d's output z range after the transformation is [0;1],
2961             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2962             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2963             of Z buffer precision and the clear values do not match in the z test. Thus scale
2964             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2965          */
2966         glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2967         checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2968         if (stateblock->wineD3DDevice->render_offscreen) {
2969             /* D3D texture coordinates are flipped compared to OpenGL ones, so
2970              * render everything upside down when rendering offscreen. */
2971             glScalef(1.0, -1.0, 2.0);
2972         } else {
2973             glScalef(1.0, 1.0, 2.0);
2974         }
2975         checkGLcall("glScalef");
2976
2977         glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2978         checkGLcall("glLoadMatrixf");
2979     }
2980 }
2981
2982 /* This should match any arrays loaded in loadVertexData.
2983  * stateblock impl is required for GL_SUPPORT
2984  * TODO: Only load / unload arrays if we have to.
2985  */
2986 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2987     glDisableClientState(GL_VERTEX_ARRAY);
2988     glDisableClientState(GL_NORMAL_ARRAY);
2989     glDisableClientState(GL_COLOR_ARRAY);
2990     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2991         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2992     }
2993     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2994         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2995     } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2996         glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2997     }
2998     unloadTexCoords(stateblock);
2999 }
3000
3001 /* This should match any arrays loaded in loadNumberedArrays
3002  * TODO: Only load / unload arrays if we have to.
3003  */
3004 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3005     /* disable any attribs (this is the same for both GLSL and ARB modes) */
3006     GLint maxAttribs = 16;
3007     int i;
3008
3009     /* Leave all the attribs disabled */
3010     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3011     /* MESA does not support it right not */
3012     if (glGetError() != GL_NO_ERROR)
3013         maxAttribs = 16;
3014     for (i = 0; i < maxAttribs; ++i) {
3015         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3016         checkGLcall("glDisableVertexAttribArrayARB(reg)");
3017     }
3018 }
3019
3020 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3021     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3022     int i;
3023     UINT *offset = stateblock->streamOffset;
3024     IWineD3DVertexBufferImpl *vb;
3025     DWORD_PTR shift_index;
3026
3027     /* Default to no instancing */
3028     stateblock->wineD3DDevice->instancedDraw = FALSE;
3029
3030     for (i = 0; i < MAX_ATTRIBS; i++) {
3031
3032         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3033             continue;
3034
3035         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3036         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3037             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3038             stateblock->wineD3DDevice->instancedDraw = TRUE;
3039             continue;
3040         }
3041
3042         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3043
3044         if(strided->u.input[i].dwStride) {
3045             if(curVBO != strided->u.input[i].VBO) {
3046                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3047                 checkGLcall("glBindBufferARB");
3048                 curVBO = strided->u.input[i].VBO;
3049             }
3050             vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3051             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3052              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3053              * vbo we won't be load converted attributes anyway
3054              */
3055             if(curVBO && vb->conv_shift) {
3056                 TRACE("Loading attribute from shifted buffer\n");
3057                 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3058                 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3059                 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3060                 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3061                 shift_index = shift_index % strided->u.input[i].dwStride;
3062                 GL_EXTCALL(glVertexAttribPointerARB(i,
3063                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3064                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3065                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3066                                 vb->conv_stride,
3067
3068                                 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3069                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3070                                 offset[strided->u.input[i].streamNo]));
3071
3072             } else {
3073                 GL_EXTCALL(glVertexAttribPointerARB(i,
3074                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3075                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3076                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3077                                 strided->u.input[i].dwStride,
3078
3079                                 strided->u.input[i].lpData +
3080                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3081                                 offset[strided->u.input[i].streamNo]) );
3082                 }
3083             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3084         } else {
3085             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3086              * set up the attribute statically. But we have to figure out the system memory address.
3087              */
3088             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3089             if(strided->u.input[i].VBO) {
3090                 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3091                 ptr += (long) vb->resource.allocatedMemory;
3092             }
3093             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3094
3095             switch(strided->u.input[i].dwType) {
3096                 case WINED3DDECLTYPE_FLOAT1:
3097                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
3098                     break;
3099                 case WINED3DDECLTYPE_FLOAT2:
3100                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
3101                     break;
3102                 case WINED3DDECLTYPE_FLOAT3:
3103                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
3104                     break;
3105                 case WINED3DDECLTYPE_FLOAT4:
3106                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
3107                     break;
3108
3109                 case WINED3DDECLTYPE_UBYTE4:
3110                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3111                     break;
3112                 case WINED3DDECLTYPE_UBYTE4N:
3113                 case WINED3DDECLTYPE_D3DCOLOR:
3114                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3115                     break;
3116
3117                 case WINED3DDECLTYPE_SHORT2:
3118                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3119                     break;
3120                 case WINED3DDECLTYPE_SHORT4:
3121                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3122                     break;
3123
3124                 case WINED3DDECLTYPE_SHORT2N:
3125                 {
3126                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
3127                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3128                     break;
3129                 }
3130                 case WINED3DDECLTYPE_USHORT2N:
3131                 {
3132                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
3133                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3134                     break;
3135                 }
3136                 case WINED3DDECLTYPE_SHORT4N:
3137                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
3138                     break;
3139                 case WINED3DDECLTYPE_USHORT4N:
3140                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
3141                     break;
3142
3143                 case WINED3DDECLTYPE_UDEC3:
3144                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3145                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
3146                     break;
3147                 case WINED3DDECLTYPE_DEC3N:
3148                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3149                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
3150                     break;
3151
3152                 case WINED3DDECLTYPE_FLOAT16_2:
3153                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3154                      * byte float according to the IEEE standard
3155                      */
3156                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3157                     break;
3158                 case WINED3DDECLTYPE_FLOAT16_4:
3159                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3160                     break;
3161
3162                 case WINED3DDECLTYPE_UNUSED:
3163                 default:
3164                     ERR("Unexpected declaration in stride 0 attributes\n");
3165                     break;
3166
3167             }
3168         }
3169     }
3170     checkGLcall("Loading numbered arrays");
3171 }
3172
3173 /* Used from 2 different functions, and too big to justify making it inlined */
3174 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3175     UINT *offset = stateblock->streamOffset;
3176     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3177
3178     TRACE("Using fast vertex array code\n");
3179
3180     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
3181     stateblock->wineD3DDevice->instancedDraw = FALSE;
3182
3183     /* Blend Data ---------------------------------------------- */
3184     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
3185         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
3186
3187         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3188             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3189                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3190
3191             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
3192             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3193
3194             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3195
3196             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
3197                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
3198                 sd->u.s.blendWeights.dwStride,
3199                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3200
3201             if(curVBO != sd->u.s.blendWeights.VBO) {
3202                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
3203                 checkGLcall("glBindBufferARB");
3204                 curVBO = sd->u.s.blendWeights.VBO;
3205             }
3206
3207             GL_EXTCALL(glWeightPointerARB)(
3208                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3209                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3210                 sd->u.s.blendWeights.dwStride,
3211                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3212
3213             checkGLcall("glWeightPointerARB");
3214
3215             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
3216                 static BOOL showfixme = TRUE;
3217                 if(showfixme){
3218                     FIXME("blendMatrixIndices support\n");
3219                     showfixme = FALSE;
3220                 }
3221             }
3222         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
3223             /* FIXME("TODO\n");*/
3224 #if 0
3225
3226             GL_EXTCALL(glVertexWeightPointerEXT)(
3227                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3228                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3229                 sd->u.s.blendWeights.dwStride,
3230                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
3231             checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
3232             glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3233             checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
3234 #endif
3235
3236         } else {
3237             /* TODO: support blends in drawStridedSlow
3238              * No need to write a FIXME here, this is done after the general vertex decl decoding
3239              */
3240             WARN("unsupported blending in openGl\n");
3241         }
3242     } else {
3243         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3244             static const GLbyte one = 1;
3245             GL_EXTCALL(glWeightbvARB(1, &one));
3246             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3247         }
3248     }
3249
3250 #if 0 /* FOG  ----------------------------------------------*/
3251     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3252         /* TODO: fog*/
3253     if (GL_SUPPORT(EXT_FOG_COORD) {
3254              glEnableClientState(GL_FOG_COORDINATE_EXT);
3255             (GL_EXTCALL)(FogCoordPointerEXT)(
3256                 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3257                 sd->u.s.fog.dwStride,
3258                 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3259         } else {
3260             /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3261             /* FIXME: fixme once */
3262             TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3263         }
3264     } else {
3265         if (GL_SUPPRT(EXT_FOR_COORD) {
3266              /* make sure fog is disabled */
3267              glDisableClientState(GL_FOG_COORDINATE_EXT);
3268         }
3269     }
3270 #endif
3271
3272 #if 0 /* tangents  ----------------------------------------------*/
3273     if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3274         sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3275         /* TODO: tangents*/
3276         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3277             if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3278                 glEnable(GL_TANGENT_ARRAY_EXT);
3279                 (GL_EXTCALL)(TangentPointerEXT)(
3280                     WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3281                     sd->u.s.tangent.dwStride,
3282                     sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3283             } else {
3284                     glDisable(GL_TANGENT_ARRAY_EXT);
3285             }
3286             if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3287                     glEnable(GL_BINORMAL_ARRAY_EXT);
3288                     (GL_EXTCALL)(BinormalPointerEXT)(
3289                         WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3290                         sd->u.s.binormal.dwStride,
3291                         sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3292             } else{
3293                     glDisable(GL_BINORMAL_ARRAY_EXT);
3294             }
3295
3296         } else {
3297             /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3298             /* FIXME: fixme once */
3299             TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3300         }
3301     } else {
3302         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3303              /* make sure fog is disabled */
3304              glDisable(GL_TANGENT_ARRAY_EXT);
3305              glDisable(GL_BINORMAL_ARRAY_EXT);
3306         }
3307     }
3308 #endif
3309
3310     /* Point Size ----------------------------------------------*/
3311     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3312
3313         /* no such functionality in the fixed function GL pipeline */
3314         TRACE("Cannot change ptSize here in openGl\n");
3315         /* TODO: Implement this function in using shaders if they are available */
3316
3317     }
3318
3319     /* Vertex Pointers -----------------------------------------*/
3320     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3321         /* Note dwType == float3 or float4 == 2 or 3 */
3322         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3323                 sd->u.s.position.dwStride,
3324                 sd->u.s.position.dwType + 1,
3325                 sd->u.s.position.lpData));
3326
3327         if(curVBO != sd->u.s.position.VBO) {
3328             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3329             checkGLcall("glBindBufferARB");
3330             curVBO = sd->u.s.position.VBO;
3331         }
3332
3333         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3334            handling for rhw mode should not impact screen position whereas in GL it does.
3335            This may result in very slightly distorted textures in rhw mode.
3336            There's always the other option of fixing the view matrix to
3337            prevent w from having any effect.
3338
3339            This only applies to user pointer sources, in VBOs the vertices are fixed up
3340          */
3341         if(sd->u.s.position.VBO == 0) {
3342             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3343                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3344                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3345         } else {
3346             glVertexPointer(
3347                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3348                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3349                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3350         }
3351         checkGLcall("glVertexPointer(...)");
3352         glEnableClientState(GL_VERTEX_ARRAY);
3353         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3354     }
3355
3356     /* Normals -------------------------------------------------*/
3357     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3358         /* Note dwType == float3 or float4 == 2 or 3 */
3359         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3360                 sd->u.s.normal.dwStride,
3361                 sd->u.s.normal.lpData));
3362         if(curVBO != sd->u.s.normal.VBO) {
3363             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3364             checkGLcall("glBindBufferARB");
3365             curVBO = sd->u.s.normal.VBO;
3366         }
3367         glNormalPointer(
3368             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3369             sd->u.s.normal.dwStride,
3370             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3371         checkGLcall("glNormalPointer(...)");
3372         glEnableClientState(GL_NORMAL_ARRAY);
3373         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3374
3375     } else {
3376         glNormal3f(0, 0, 0);
3377         checkGLcall("glNormal3f(0, 0, 0)");
3378     }
3379
3380     /* Diffuse Colour --------------------------------------------*/
3381     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
3382     /*     go directly into fast mode from app pgm, because       */
3383     /*     directx requires data in BGRA format.                  */
3384     /* currently fixupVertices swizzles the format, but this isn't*/
3385     /* very practical when using VBOS                             */
3386     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
3387     /* , or the user doesn't care and wants the speed advantage   */
3388
3389     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3390         /* Note dwType == float3 or float4 == 2 or 3 */
3391         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3392                 sd->u.s.diffuse.dwStride,
3393                 sd->u.s.diffuse.lpData));
3394
3395         if(curVBO != sd->u.s.diffuse.VBO) {
3396             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3397             checkGLcall("glBindBufferARB");
3398             curVBO = sd->u.s.diffuse.VBO;
3399         }
3400
3401         glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
3402                        WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
3403                        sd->u.s.diffuse.dwStride,
3404                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3405         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3406         glEnableClientState(GL_COLOR_ARRAY);
3407         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3408
3409     } else {
3410         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3411         checkGLcall("glColor4f(1, 1, 1, 1)");
3412     }
3413
3414     /* Specular Colour ------------------------------------------*/
3415     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3416         TRACE("setting specular colour\n");
3417         /* Note dwType == float3 or float4 == 2 or 3 */
3418         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3419                 sd->u.s.specular.dwStride,
3420                 sd->u.s.specular.lpData));
3421         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3422             if(curVBO != sd->u.s.specular.VBO) {
3423                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3424                 checkGLcall("glBindBufferARB");
3425                 curVBO = sd->u.s.specular.VBO;
3426             }
3427             GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
3428                                                    WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
3429                                                    sd->u.s.specular.dwStride,
3430                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3431             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3432             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3433             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3434         } else {
3435
3436         /* Missing specular color is not critical, no warnings */
3437         VTRACE(("Specular colour is not supported in this GL implementation\n"));
3438         }
3439
3440     } else {
3441         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3442             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3443             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3444         } else {
3445
3446             /* Missing specular color is not critical, no warnings */
3447             VTRACE(("Specular colour is not supported in this GL implementation\n"));
3448         }
3449     }
3450
3451     /* Texture coords -------------------------------------------*/
3452     loadTexCoords(stateblock, sd, &curVBO);
3453 }
3454
3455 static inline void drawPrimitiveTraceDataLocations(
3456     WineDirect3DVertexStridedData *dataLocations) {
3457
3458     /* Dump out what parts we have supplied */
3459     TRACE("Strided Data:\n");
3460     TRACE_STRIDED((dataLocations), position);
3461     TRACE_STRIDED((dataLocations), blendWeights);
3462     TRACE_STRIDED((dataLocations), blendMatrixIndices);
3463     TRACE_STRIDED((dataLocations), normal);
3464     TRACE_STRIDED((dataLocations), pSize);
3465     TRACE_STRIDED((dataLocations), diffuse);
3466     TRACE_STRIDED((dataLocations), specular);
3467     TRACE_STRIDED((dataLocations), texCoords[0]);
3468     TRACE_STRIDED((dataLocations), texCoords[1]);
3469     TRACE_STRIDED((dataLocations), texCoords[2]);
3470     TRACE_STRIDED((dataLocations), texCoords[3]);
3471     TRACE_STRIDED((dataLocations), texCoords[4]);
3472     TRACE_STRIDED((dataLocations), texCoords[5]);
3473     TRACE_STRIDED((dataLocations), texCoords[6]);
3474     TRACE_STRIDED((dataLocations), texCoords[7]);
3475     TRACE_STRIDED((dataLocations), position2);
3476     TRACE_STRIDED((dataLocations), normal2);
3477     TRACE_STRIDED((dataLocations), tangent);
3478     TRACE_STRIDED((dataLocations), binormal);
3479     TRACE_STRIDED((dataLocations), tessFactor);
3480     TRACE_STRIDED((dataLocations), fog);
3481     TRACE_STRIDED((dataLocations), depth);
3482     TRACE_STRIDED((dataLocations), sample);
3483
3484     return;
3485 }
3486
3487 /* Helper for vertexdeclaration() */
3488 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3489     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3490     BOOL fixup = FALSE;
3491     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3492
3493     if(device->up_strided) {
3494         /* Note: this is a ddraw fixed-function code path */
3495         TRACE("================ Strided Input ===================\n");
3496         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3497
3498         if(TRACE_ON(d3d)) {
3499             drawPrimitiveTraceDataLocations(dataLocations);
3500         }
3501     } else {
3502         /* Note: This is a fixed function or shader codepath.
3503          * This means it must handle both types of strided data.
3504          * Shaders must go through here to zero the strided data, even if they
3505          * don't set any declaration at all
3506          */
3507         TRACE("================ Vertex Declaration  ===================\n");
3508         memset(dataLocations, 0, sizeof(*dataLocations));
3509         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3510                 useVertexShaderFunction, dataLocations, &fixup);
3511     }
3512
3513     if (dataLocations->u.s.position_transformed) {
3514         useVertexShaderFunction = FALSE;
3515     }
3516
3517     /* Unload the old arrays before loading the new ones to get old junk out */
3518     if(context->numberedArraysLoaded) {
3519         unloadNumberedArrays(stateblock);
3520         context->numberedArraysLoaded = FALSE;
3521     }
3522     if(context->namedArraysLoaded) {
3523         unloadVertexData(stateblock);
3524         context->namedArraysLoaded = FALSE;
3525     }
3526
3527     if(useVertexShaderFunction) {
3528         if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
3529             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
3530             device->useDrawStridedSlow = TRUE;
3531             context->numberedArraysLoaded = FALSE;
3532         } else {
3533             TRACE("Loading numbered arrays\n");
3534             loadNumberedArrays(stateblock, dataLocations);
3535             device->useDrawStridedSlow = FALSE;
3536             context->numberedArraysLoaded = TRUE;
3537         }
3538     } else if (fixup ||
3539                (dataLocations->u.s.pSize.lpData == NULL &&
3540                 dataLocations->u.s.diffuse.lpData == NULL &&
3541                 dataLocations->u.s.specular.lpData == NULL)) {
3542         /* Load the vertex data using named arrays */
3543         TRACE("Loading vertex data\n");
3544         loadVertexData(stateblock, dataLocations);
3545         device->useDrawStridedSlow = FALSE;
3546         context->namedArraysLoaded = TRUE;
3547     } else {
3548         TRACE("Not loading vertex data\n");
3549         device->useDrawStridedSlow = TRUE;
3550     }
3551
3552 /* Generate some fixme's if unsupported functionality is being used */
3553 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3554     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3555     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3556         FIXME("Tweening is only valid with vertex shaders\n");
3557     }
3558     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3559         FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3560     }
3561     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3562         FIXME("Extended attributes are only valid with vertex shaders\n");
3563     }
3564 #undef BUFFER_OR_DATA
3565 }
3566
3567 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3568     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3569     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3570             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3571     BOOL transformed;
3572     /* Some stuff is in the device until we have per context tracking */
3573     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3574     BOOL wasrhw = context->last_was_rhw;
3575
3576     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3577      * here simply check whether a shader was set, or the user disabled shaders
3578      */
3579     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3580        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3581         useVertexShaderFunction = TRUE;
3582
3583         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3584             updateFog = TRUE;
3585         }
3586     } else if(context->last_was_foggy_shader) {
3587         updateFog = TRUE;
3588     }
3589
3590     handleStreams(stateblock, useVertexShaderFunction, context);
3591
3592     transformed = device->strided_streams.u.s.position_transformed;
3593     if (transformed) useVertexShaderFunction = FALSE;
3594
3595     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3596         updateFog = TRUE;
3597     }
3598
3599     /* Reapply lighting if it is not scheduled for reapplication already */
3600     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3601         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3602     }
3603
3604     if (transformed) {
3605         context->last_was_rhw = TRUE;
3606     } else {
3607
3608         /* Untransformed, so relies on the view and projection matrices */
3609         context->last_was_rhw = FALSE;
3610         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3611         device->untransformed = TRUE;
3612
3613         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3614          * Not needed as long as only hw shaders are supported
3615          */
3616
3617         /* This sets the shader output position correction constants.
3618          * TODO: Move to the viewport state
3619          */
3620         if (useVertexShaderFunction) {
3621             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3622             device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3623         }
3624     }
3625
3626     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3627      * off this function will be called again anyway to make sure they're properly set
3628      */
3629     if(!useVertexShaderFunction) {
3630         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3631          * or transformed / untransformed was switched
3632          */
3633        if(wasrhw != context->last_was_rhw &&
3634           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3635           !isStateDirty(context, STATE_VIEWPORT)) {
3636             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3637         }
3638         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3639          * mode.
3640          *
3641          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3642          * this check will fail and the matrix not applied again. This is OK because a simple
3643          * world matrix change reapplies the matrix - These checks here are only to satisfy the
3644          * needs of the vertex declaration.
3645          *
3646          * World and view matrix go into the same gl matrix, so only apply them when neither is
3647          * dirty
3648          */
3649         if(transformed != wasrhw &&
3650            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3651            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3652             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3653         }
3654
3655         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3656             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3657         }
3658
3659         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3660             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3661         }
3662         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3663             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3664         }
3665     } else {
3666         /* We compile the shader here because we need the vertex declaration
3667          * in order to determine if we need to do any swizzling for D3DCOLOR
3668          * registers. If the shader is already compiled this call will do nothing. */
3669         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3670
3671         if(!context->last_was_vshader) {
3672             int i;
3673             static BOOL warned = FALSE;
3674             /* Disable all clip planes to get defined results on all drivers. See comment in the
3675              * state_clipping state handler
3676              */
3677             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3678                 glDisable(GL_CLIP_PLANE0 + i);
3679                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3680             }
3681
3682             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3683                 FIXME("Clipping not supported with vertex shaders\n");
3684                 warned = TRUE;
3685             }
3686             if(wasrhw) {
3687                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3688                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
3689                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
3690                  * fixed function vertex processing states back in a sane state before switching to shaders
3691                  */
3692                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3693                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3694                 }
3695                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3696                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3697                 }
3698             }
3699         }
3700     }
3701
3702     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3703      * application
3704      */
3705     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3706         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3707
3708         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3709             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3710         }
3711     }
3712
3713     context->last_was_vshader = useVertexShaderFunction;
3714
3715     if(updateFog) {
3716         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3717     }
3718     if(!useVertexShaderFunction) {
3719         int i;
3720         for(i = 0; i < MAX_TEXTURES; i++) {
3721             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3722                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3723             }
3724         }
3725     }
3726 }
3727
3728 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3729     UINT width, height;
3730     IWineD3DSurfaceImpl *target;
3731
3732     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3733     checkGLcall("glDepthRange");
3734     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3735      */
3736     if(stateblock->wineD3DDevice->render_offscreen) {
3737         glViewport(stateblock->viewport.X,
3738                    stateblock->viewport.Y,
3739                    stateblock->viewport.Width, stateblock->viewport.Height);
3740     } else {
3741         target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3742         target->get_drawable_size(target, &width, &height);
3743
3744         glViewport(stateblock->viewport.X,
3745                    (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3746                    stateblock->viewport.Width, stateblock->viewport.Height);
3747     }
3748
3749     checkGLcall("glViewport");
3750
3751     stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3752     stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3753     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3754         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3755     }
3756     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3757         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3758     }
3759 }
3760
3761 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3762     UINT Index = state - STATE_ACTIVELIGHT(0);
3763     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3764
3765     if(!lightInfo) {
3766         glDisable(GL_LIGHT0 + Index);
3767         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3768     } else {
3769         float quad_att;
3770         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3771
3772         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3773         glMatrixMode(GL_MODELVIEW);
3774         glPushMatrix();
3775         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3776
3777         /* Diffuse: */
3778         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3779         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3780         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3781         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3782         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3783         checkGLcall("glLightfv");
3784
3785         /* Specular */
3786         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3787         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3788         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3789         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3790         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3791         checkGLcall("glLightfv");
3792
3793         /* Ambient */
3794         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3795         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3796         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3797         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3798         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3799         checkGLcall("glLightfv");
3800
3801         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3802             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3803         } else {
3804             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3805         }
3806
3807         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3808          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3809          * Attenuation0 to NaN and crashes in the gl lib
3810          */
3811
3812         switch (lightInfo->OriginalParms.Type) {
3813             case WINED3DLIGHT_POINT:
3814                 /* Position */
3815                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3816                 checkGLcall("glLightfv");
3817                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3818                 checkGLcall("glLightf");
3819                 /* Attenuation - Are these right? guessing... */
3820                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3821                 checkGLcall("glLightf");
3822                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3823                 checkGLcall("glLightf");
3824                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3825                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3826                 checkGLcall("glLightf");
3827                 /* FIXME: Range */
3828                 break;
3829
3830             case WINED3DLIGHT_SPOT:
3831                 /* Position */
3832                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3833                 checkGLcall("glLightfv");
3834                 /* Direction */
3835                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3836                 checkGLcall("glLightfv");
3837                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3838                 checkGLcall("glLightf");
3839                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3840                 checkGLcall("glLightf");
3841                 /* Attenuation - Are these right? guessing... */
3842                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3843                 checkGLcall("glLightf");
3844                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3845                 checkGLcall("glLightf");
3846                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3847                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3848                 checkGLcall("glLightf");
3849                 /* FIXME: Range */
3850                 break;
3851
3852             case WINED3DLIGHT_DIRECTIONAL:
3853                 /* Direction */
3854                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3855                 checkGLcall("glLightfv");
3856                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3857                 checkGLcall("glLightf");
3858                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3859                 checkGLcall("glLightf");
3860                 break;
3861
3862             default:
3863                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3864         }
3865
3866         /* Restore the modelview matrix */
3867         glPopMatrix();
3868
3869         glEnable(GL_LIGHT0 + Index);
3870         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3871     }
3872
3873     return;
3874 }
3875
3876 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3877     RECT *pRect = &stateblock->scissorRect;
3878     UINT height;
3879     UINT width;
3880     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3881
3882     target->get_drawable_size(target, &width, &height);
3883     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3884      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3885      */
3886     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3887           pRect->right - pRect->left, pRect->bottom - pRect->top);
3888
3889     if (stateblock->wineD3DDevice->render_offscreen) {
3890         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3891     } else {
3892         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3893     }
3894     checkGLcall("glScissor");
3895 }
3896
3897 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3898     if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3899         if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3900             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3901         } else {
3902             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3903             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3904         }
3905     }
3906 }
3907
3908 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3909     if(stateblock->wineD3DDevice->render_offscreen) {
3910         glFrontFace(GL_CCW);
3911         checkGLcall("glFrontFace(GL_CCW)");
3912     } else {
3913         glFrontFace(GL_CW);
3914         checkGLcall("glFrontFace(GL_CW)");
3915     }
3916 }
3917
3918 const struct StateEntry StateTable[] =
3919 {
3920       /* State name                                         representative,                                     apply function */
3921     { /* 0,  Undefined                              */      0,                                                  state_undefined     },
3922     { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3923     { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3924     { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3925     { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3926     { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
3927     { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3928     { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3929     { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3930     { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3931     { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3932     { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
3933     { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
3934     { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3935     { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3936     { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3937     { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3938     { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
3939     { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3940     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3941     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3942     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3943     { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3944     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3945     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3946     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3947     { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3948     { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3949     { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3950     { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3951     { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3952     { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
3953     { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3954     { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3955     { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3956     { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3957     { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3958     { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3959     { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3960     { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3961     { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3962     { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3963     { /* 42, undefined                              */      0,                                                  state_undefined     },
3964     { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3965     { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
3966     { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3967     { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3968     { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3969     { /* 48, WINED3DRS_RANGEFOGENABLE               */      STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      },
3970     { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
3971     { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
3972     { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3973     { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3974     { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3975     { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3976     { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3977     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3978     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3979     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3980     { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3981     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3982     { /* 61, Undefined                              */      0,                                                  state_undefined     },
3983     { /* 62, Undefined                              */      0,                                                  state_undefined     },
3984     { /* 63, Undefined                              */      0,                                                  state_undefined     },
3985     { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3986     { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
3987     { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3988     { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3989     { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3990     { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3991     { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3992     { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3993     { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3994     { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3995     { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3996     { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3997     { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3998     { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3999     { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4000     { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4001     { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4002     { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4003     { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4004     { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4005     { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4006     { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4007     { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4008     { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4009     { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4010     { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4011     { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4012     { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4013     { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4014     { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4015     { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4016     { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4017     { /* 96, Undefined                              */      0,                                                  state_undefined     },
4018     { /* 97, Undefined                              */      0,                                                  state_undefined     },
4019     { /* 98, Undefined                              */      0,                                                  state_undefined     },
4020     { /* 99, Undefined                              */      0,                                                  state_undefined     },
4021     { /*100, Undefined                              */      0,                                                  state_undefined     },
4022     { /*101, Undefined                              */      0,                                                  state_undefined     },
4023     { /*102, Undefined                              */      0,                                                  state_undefined     },
4024     { /*103, Undefined                              */      0,                                                  state_undefined     },
4025     { /*104, Undefined                              */      0,                                                  state_undefined     },
4026     { /*105, Undefined                              */      0,                                                  state_undefined     },
4027     { /*106, Undefined                              */      0,                                                  state_undefined     },
4028     { /*107, Undefined                              */      0,                                                  state_undefined     },
4029     { /*108, Undefined                              */      0,                                                  state_undefined     },
4030     { /*109, Undefined                              */      0,                                                  state_undefined     },
4031     { /*110, Undefined                              */      0,                                                  state_undefined     },
4032     { /*111, Undefined                              */      0,                                                  state_undefined     },
4033     { /*112, Undefined                              */      0,                                                  state_undefined     },
4034     { /*113, Undefined                              */      0,                                                  state_undefined     },
4035     { /*114, Undefined                              */      0,                                                  state_undefined     },
4036     { /*115, Undefined                              */      0,                                                  state_undefined     },
4037     { /*116, Undefined                              */      0,                                                  state_undefined     },
4038     { /*117, Undefined                              */      0,                                                  state_undefined     },
4039     { /*118, Undefined                              */      0,                                                  state_undefined     },
4040     { /*119, Undefined                              */      0,                                                  state_undefined     },
4041     { /*120, Undefined                              */      0,                                                  state_undefined     },
4042     { /*121, Undefined                              */      0,                                                  state_undefined     },
4043     { /*122, Undefined                              */      0,                                                  state_undefined     },
4044     { /*123, Undefined                              */      0,                                                  state_undefined     },
4045     { /*124, Undefined                              */      0,                                                  state_undefined     },
4046     { /*125, Undefined                              */      0,                                                  state_undefined     },
4047     { /*126, Undefined                              */      0,                                                  state_undefined     },
4048     { /*127, Undefined                              */      0,                                                  state_undefined     },
4049     /* Big hole ends */
4050     { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4051     { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4052     { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4053     { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4054     { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4055     { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4056     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4057     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4058     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
4059     { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
4060     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
4061     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
4062     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
4063     { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4064     { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
4065     { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
4066     { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
4067     { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4068     { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4069     { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4070     { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4071     { /*149, Undefined                              */      0,                                                  state_undefined     },
4072     { /*150, Undefined                              */      0,                                                  state_undefined     },
4073     { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
4074     { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
4075     { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
4076     { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4077     { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
4078     { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
4079     { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4080     { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4081     { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4082     { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4083     { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
4084     { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
4085     { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
4086     { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
4087     { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
4088     { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
4089     { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
4090     { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4091     { /*169, Undefined                              */      0,                                                  state_undefined     },
4092     { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
4093     { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
4094     { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
4095     { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
4096       /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
4097       /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
4098     { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
4099     { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
4100     { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
4101     { /*177, undefined                              */      0,                                                  state_undefined     },
4102     { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4103     { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4104     { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4105     { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4106     { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4107     { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4108     { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4109     { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4110     { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4111     { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4112     { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4113     { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4114     { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4115     { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4116     { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4117     { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
4118     { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_PIXELSHADER,                                  pixelshader         },
4119     { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
4120     { /*196, undefined                              */      0,                                                  state_undefined     },
4121     { /*197, undefined                              */      0,                                                  state_undefined     },
4122     { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4123     { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4124     { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4125     { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4126     { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4127     { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4128     { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4129     { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4130     { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
4131     { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
4132     { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
4133     { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blendop },
4134     /* Texture stage states */
4135     { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4136     { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4137     { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4138     { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4139     { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4140     { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4141     { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4142     { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4143     { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4144     { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4145     { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4146     { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4147     { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4148     { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4149     { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4150     { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4151     { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4152     { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4153     { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4154     { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4155     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4156     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4157     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4158     { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
4159     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4160     { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4161     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4162     { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        tex_resultarg       },
4163     { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4164     { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4165     { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4166     { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4167
4168     { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4169     { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4170     { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4171     { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4172     { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4173     { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4174     { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4175     { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4176     { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4177     { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4178     { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4179     { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4180     { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4181     { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4182     { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4183     { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4184     { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4185     { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4186     { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4187     { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4188     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4189     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4190     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4191     { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
4192     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4193     { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4194     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4195     { /*1, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        tex_resultarg       },
4196     { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4197     { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4198     { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4199     { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4200
4201     { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4202     { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4203     { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4204     { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4205     { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4206     { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4207     { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4208     { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4209     { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4210     { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4211     { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4212     { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4213     { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4214     { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4215     { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4216     { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4217     { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4218     { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4219     { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4220     { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4221     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4222     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4223     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4224     { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
4225     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4226     { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4227     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4228     { /*2, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        tex_resultarg       },
4229     { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4230     { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4231     { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4232     { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4233
4234     { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4235     { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4236     { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4237     { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4238     { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4239     { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4240     { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4241     { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4242     { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4243     { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4244     { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4245     { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4246     { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4247     { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4248     { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4249     { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4250     { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4251     { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4252     { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4253     { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4254     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4255     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4256     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4257     { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
4258     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4259     { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4260     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4261     { /*3, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        tex_resultarg       },
4262     { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4263     { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4264     { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4265     { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4266
4267     { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4268     { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4269     { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4270     { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4271     { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4272     { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4273     { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4274     { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4275     { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4276     { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4277     { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4278     { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4279     { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4280     { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4281     { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4282     { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4283     { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4284     { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4285     { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4286     { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4287     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4288     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4289     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4290     { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
4291     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4292     { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4293     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4294     { /*4, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        tex_resultarg       },
4295     { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4296     { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4297     { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4298     { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4299
4300     { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4301     { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4302     { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4303     { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4304     { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4305     { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4306     { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4307     { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4308     { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4309     { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4310     { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4311     { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4312     { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4313     { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4314     { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4315     { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4316     { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4317     { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4318     { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4319     { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4320     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4321     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4322     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4323     { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
4324     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4325     { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4326     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4327     { /*5, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        tex_resultarg       },
4328     { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4329     { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4330     { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4331     { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4332
4333     { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4334     { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4335     { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4336     { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4337     { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4338     { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4339     { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4340     { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4341     { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4342     { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4343     { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4344     { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4345     { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4346     { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4347     { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4348     { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4349     { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4350     { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4351     { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4352     { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4353     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4354     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4355     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4356     { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
4357     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4358     { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4359     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4360     { /*6, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        tex_resultarg       },
4361     { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4362     { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4363     { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4364     { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4365
4366     { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4367     { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4368     { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4369     { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4370     { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4371     { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4372     { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4373     { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4374     { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4375     { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4376     { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4377     { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4378     { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4379     { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4380     { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4381     { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4382     { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4383     { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4384     { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4385     { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4386     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4387     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4388     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4389     { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
4390     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4391     { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4392     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4393     { /*7, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        tex_resultarg       },
4394     { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4395     { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4396     { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4397     { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4398     /* Sampler states */
4399     { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
4400     { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
4401     { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
4402     { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
4403     { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
4404     { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
4405     { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
4406     { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
4407     { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
4408     { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
4409     { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
4410     { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
4411     { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
4412     { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
4413     { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
4414     { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
4415     { /*16, Vertex sampler 0                        */      STATE_SAMPLER(16),                                  sampler             },
4416     { /*17, Vertex sampler 1                        */      STATE_SAMPLER(17),                                  sampler             },
4417     { /*18, Vertex sampler 2                        */      STATE_SAMPLER(18),                                  sampler             },
4418     { /*19, Vertex sampler 3                        */      STATE_SAMPLER(19),                                  sampler             },
4419     /* Pixel shader */
4420     { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
4421       /* Transform states follow                    */
4422     { /*  1, undefined                              */      0,                                                  state_undefined     },
4423     { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
4424     { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
4425     { /*  4, undefined                              */      0,                                                  state_undefined     },
4426     { /*  5, undefined                              */      0,                                                  state_undefined     },
4427     { /*  6, undefined                              */      0,                                                  state_undefined     },
4428     { /*  7, undefined                              */      0,                                                  state_undefined     },
4429     { /*  8, undefined                              */      0,                                                  state_undefined     },
4430     { /*  9, undefined                              */      0,                                                  state_undefined     },
4431     { /* 10, undefined                              */      0,                                                  state_undefined     },
4432     { /* 11, undefined                              */      0,                                                  state_undefined     },
4433     { /* 12, undefined                              */      0,                                                  state_undefined     },
4434     { /* 13, undefined                              */      0,                                                  state_undefined     },
4435     { /* 14, undefined                              */      0,                                                  state_undefined     },
4436     { /* 15, undefined                              */      0,                                                  state_undefined     },
4437     { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
4438     { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
4439     { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
4440     { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
4441     { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
4442     { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
4443     { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
4444     { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
4445       /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4446     { /* 24, undefined                              */      0,                                                  state_undefined     },
4447     { /* 25, undefined                              */      0,                                                  state_undefined     },
4448     { /* 26, undefined                              */      0,                                                  state_undefined     },
4449     { /* 27, undefined                              */      0,                                                  state_undefined     },
4450     { /* 28, undefined                              */      0,                                                  state_undefined     },
4451     { /* 29, undefined                              */      0,                                                  state_undefined     },
4452     { /* 30, undefined                              */      0,                                                  state_undefined     },
4453     { /* 31, undefined                              */      0,                                                  state_undefined     },
4454     { /* 32, undefined                              */      0,                                                  state_undefined     },
4455     { /* 33, undefined                              */      0,                                                  state_undefined     },
4456     { /* 34, undefined                              */      0,                                                  state_undefined     },
4457     { /* 35, undefined                              */      0,                                                  state_undefined     },
4458     { /* 36, undefined                              */      0,                                                  state_undefined     },
4459     { /* 37, undefined                              */      0,                                                  state_undefined     },
4460     { /* 38, undefined                              */      0,                                                  state_undefined     },
4461     { /* 39, undefined                              */      0,                                                  state_undefined     },
4462     { /* 40, undefined                              */      0,                                                  state_undefined     },
4463     { /* 41, undefined                              */      0,                                                  state_undefined     },
4464     { /* 42, undefined                              */      0,                                                  state_undefined     },
4465     { /* 43, undefined                              */      0,                                                  state_undefined     },
4466     { /* 44, undefined                              */      0,                                                  state_undefined     },
4467     { /* 45, undefined                              */      0,                                                  state_undefined     },
4468     { /* 46, undefined                              */      0,                                                  state_undefined     },
4469     { /* 47, undefined                              */      0,                                                  state_undefined     },
4470     { /* 48, undefined                              */      0,                                                  state_undefined     },
4471     { /* 49, undefined                              */      0,                                                  state_undefined     },
4472     { /* 50, undefined                              */      0,                                                  state_undefined     },
4473     { /* 51, undefined                              */      0,                                                  state_undefined     },
4474     { /* 52, undefined                              */      0,                                                  state_undefined     },
4475     { /* 53, undefined                              */      0,                                                  state_undefined     },
4476     { /* 54, undefined                              */      0,                                                  state_undefined     },
4477     { /* 55, undefined                              */      0,                                                  state_undefined     },
4478     { /* 56, undefined                              */      0,                                                  state_undefined     },
4479     { /* 57, undefined                              */      0,                                                  state_undefined     },
4480     { /* 58, undefined                              */      0,                                                  state_undefined     },
4481     { /* 59, undefined                              */      0,                                                  state_undefined     },
4482     { /* 60, undefined                              */      0,                                                  state_undefined     },
4483     { /* 61, undefined                              */      0,                                                  state_undefined     },
4484     { /* 62, undefined                              */      0,                                                  state_undefined     },
4485     { /* 63, undefined                              */      0,                                                  state_undefined     },
4486     { /* 64, undefined                              */      0,                                                  state_undefined     },
4487     { /* 65, undefined                              */      0,                                                  state_undefined     },
4488     { /* 66, undefined                              */      0,                                                  state_undefined     },
4489     { /* 67, undefined                              */      0,                                                  state_undefined     },
4490     { /* 68, undefined                              */      0,                                                  state_undefined     },
4491     { /* 69, undefined                              */      0,                                                  state_undefined     },
4492     { /* 70, undefined                              */      0,                                                  state_undefined     },
4493     { /* 71, undefined                              */      0,                                                  state_undefined     },
4494     { /* 72, undefined                              */      0,                                                  state_undefined     },
4495     { /* 73, undefined                              */      0,                                                  state_undefined     },
4496     { /* 74, undefined                              */      0,                                                  state_undefined     },
4497     { /* 75, undefined                              */      0,                                                  state_undefined     },
4498     { /* 76, undefined                              */      0,                                                  state_undefined     },
4499     { /* 77, undefined                              */      0,                                                  state_undefined     },
4500     { /* 78, undefined                              */      0,                                                  state_undefined     },
4501     { /* 79, undefined                              */      0,                                                  state_undefined     },
4502     { /* 80, undefined                              */      0,                                                  state_undefined     },
4503     { /* 81, undefined                              */      0,                                                  state_undefined     },
4504     { /* 82, undefined                              */      0,                                                  state_undefined     },
4505     { /* 83, undefined                              */      0,                                                  state_undefined     },
4506     { /* 84, undefined                              */      0,                                                  state_undefined     },
4507     { /* 85, undefined                              */      0,                                                  state_undefined     },
4508     { /* 86, undefined                              */      0,                                                  state_undefined     },
4509     { /* 87, undefined                              */      0,                                                  state_undefined     },
4510     { /* 88, undefined                              */      0,                                                  state_undefined     },
4511     { /* 89, undefined                              */      0,                                                  state_undefined     },
4512     { /* 90, undefined                              */      0,                                                  state_undefined     },
4513     { /* 91, undefined                              */      0,                                                  state_undefined     },
4514     { /* 92, undefined                              */      0,                                                  state_undefined     },
4515     { /* 93, undefined                              */      0,                                                  state_undefined     },
4516     { /* 94, undefined                              */      0,                                                  state_undefined     },
4517     { /* 95, undefined                              */      0,                                                  state_undefined     },
4518     { /* 96, undefined                              */      0,                                                  state_undefined     },
4519     { /* 97, undefined                              */      0,                                                  state_undefined     },
4520     { /* 98, undefined                              */      0,                                                  state_undefined     },
4521     { /* 99, undefined                              */      0,                                                  state_undefined     },
4522     { /*100, undefined                              */      0,                                                  state_undefined     },
4523     { /*101, undefined                              */      0,                                                  state_undefined     },
4524     { /*102, undefined                              */      0,                                                  state_undefined     },
4525     { /*103, undefined                              */      0,                                                  state_undefined     },
4526     { /*104, undefined                              */      0,                                                  state_undefined     },
4527     { /*105, undefined                              */      0,                                                  state_undefined     },
4528     { /*106, undefined                              */      0,                                                  state_undefined     },
4529     { /*107, undefined                              */      0,                                                  state_undefined     },
4530     { /*108, undefined                              */      0,                                                  state_undefined     },
4531     { /*109, undefined                              */      0,                                                  state_undefined     },
4532     { /*110, undefined                              */      0,                                                  state_undefined     },
4533     { /*111, undefined                              */      0,                                                  state_undefined     },
4534     { /*112, undefined                              */      0,                                                  state_undefined     },
4535     { /*113, undefined                              */      0,                                                  state_undefined     },
4536     { /*114, undefined                              */      0,                                                  state_undefined     },
4537     { /*115, undefined                              */      0,                                                  state_undefined     },
4538     { /*116, undefined                              */      0,                                                  state_undefined     },
4539     { /*117, undefined                              */      0,                                                  state_undefined     },
4540     { /*118, undefined                              */      0,                                                  state_undefined     },
4541     { /*119, undefined                              */      0,                                                  state_undefined     },
4542     { /*120, undefined                              */      0,                                                  state_undefined     },
4543     { /*121, undefined                              */      0,                                                  state_undefined     },
4544     { /*122, undefined                              */      0,                                                  state_undefined     },
4545     { /*123, undefined                              */      0,                                                  state_undefined     },
4546     { /*124, undefined                              */      0,                                                  state_undefined     },
4547     { /*125, undefined                              */      0,                                                  state_undefined     },
4548     { /*126, undefined                              */      0,                                                  state_undefined     },
4549     { /*127, undefined                              */      0,                                                  state_undefined     },
4550     { /*128, undefined                              */      0,                                                  state_undefined     },
4551     { /*129, undefined                              */      0,                                                  state_undefined     },
4552     { /*130, undefined                              */      0,                                                  state_undefined     },
4553     { /*131, undefined                              */      0,                                                  state_undefined     },
4554     { /*132, undefined                              */      0,                                                  state_undefined     },
4555     { /*133, undefined                              */      0,                                                  state_undefined     },
4556     { /*134, undefined                              */      0,                                                  state_undefined     },
4557     { /*135, undefined                              */      0,                                                  state_undefined     },
4558     { /*136, undefined                              */      0,                                                  state_undefined     },
4559     { /*137, undefined                              */      0,                                                  state_undefined     },
4560     { /*138, undefined                              */      0,                                                  state_undefined     },
4561     { /*139, undefined                              */      0,                                                  state_undefined     },
4562     { /*140, undefined                              */      0,                                                  state_undefined     },
4563     { /*141, undefined                              */      0,                                                  state_undefined     },
4564     { /*142, undefined                              */      0,                                                  state_undefined     },
4565     { /*143, undefined                              */      0,                                                  state_undefined     },
4566     { /*144, undefined                              */      0,                                                  state_undefined     },
4567     { /*145, undefined                              */      0,                                                  state_undefined     },
4568     { /*146, undefined                              */      0,                                                  state_undefined     },
4569     { /*147, undefined                              */      0,                                                  state_undefined     },
4570     { /*148, undefined                              */      0,                                                  state_undefined     },
4571     { /*149, undefined                              */      0,                                                  state_undefined     },
4572     { /*150, undefined                              */      0,                                                  state_undefined     },
4573     { /*151, undefined                              */      0,                                                  state_undefined     },
4574     { /*152, undefined                              */      0,                                                  state_undefined     },
4575     { /*153, undefined                              */      0,                                                  state_undefined     },
4576     { /*154, undefined                              */      0,                                                  state_undefined     },
4577     { /*155, undefined                              */      0,                                                  state_undefined     },
4578     { /*156, undefined                              */      0,                                                  state_undefined     },
4579     { /*157, undefined                              */      0,                                                  state_undefined     },
4580     { /*158, undefined                              */      0,                                                  state_undefined     },
4581     { /*159, undefined                              */      0,                                                  state_undefined     },
4582     { /*160, undefined                              */      0,                                                  state_undefined     },
4583     { /*161, undefined                              */      0,                                                  state_undefined     },
4584     { /*162, undefined                              */      0,                                                  state_undefined     },
4585     { /*163, undefined                              */      0,                                                  state_undefined     },
4586     { /*164, undefined                              */      0,                                                  state_undefined     },
4587     { /*165, undefined                              */      0,                                                  state_undefined     },
4588     { /*166, undefined                              */      0,                                                  state_undefined     },
4589     { /*167, undefined                              */      0,                                                  state_undefined     },
4590     { /*168, undefined                              */      0,                                                  state_undefined     },
4591     { /*169, undefined                              */      0,                                                  state_undefined     },
4592     { /*170, undefined                              */      0,                                                  state_undefined     },
4593     { /*171, undefined                              */      0,                                                  state_undefined     },
4594     { /*172, undefined                              */      0,                                                  state_undefined     },
4595     { /*173, undefined                              */      0,                                                  state_undefined     },
4596     { /*174, undefined                              */      0,                                                  state_undefined     },
4597     { /*175, undefined                              */      0,                                                  state_undefined     },
4598     { /*176, undefined                              */      0,                                                  state_undefined     },
4599     { /*177, undefined                              */      0,                                                  state_undefined     },
4600     { /*178, undefined                              */      0,                                                  state_undefined     },
4601     { /*179, undefined                              */      0,                                                  state_undefined     },
4602     { /*180, undefined                              */      0,                                                  state_undefined     },
4603     { /*181, undefined                              */      0,                                                  state_undefined     },
4604     { /*182, undefined                              */      0,                                                  state_undefined     },
4605     { /*183, undefined                              */      0,                                                  state_undefined     },
4606     { /*184, undefined                              */      0,                                                  state_undefined     },
4607     { /*185, undefined                              */      0,                                                  state_undefined     },
4608     { /*186, undefined                              */      0,                                                  state_undefined     },
4609     { /*187, undefined                              */      0,                                                  state_undefined     },
4610     { /*188, undefined                              */      0,                                                  state_undefined     },
4611     { /*189, undefined                              */      0,                                                  state_undefined     },
4612     { /*190, undefined                              */      0,                                                  state_undefined     },
4613     { /*191, undefined                              */      0,                                                  state_undefined     },
4614     { /*192, undefined                              */      0,                                                  state_undefined     },
4615     { /*193, undefined                              */      0,                                                  state_undefined     },
4616     { /*194, undefined                              */      0,                                                  state_undefined     },
4617     { /*195, undefined                              */      0,                                                  state_undefined     },
4618     { /*196, undefined                              */      0,                                                  state_undefined     },
4619     { /*197, undefined                              */      0,                                                  state_undefined     },
4620     { /*198, undefined                              */      0,                                                  state_undefined     },
4621     { /*199, undefined                              */      0,                                                  state_undefined     },
4622     { /*200, undefined                              */      0,                                                  state_undefined     },
4623     { /*201, undefined                              */      0,                                                  state_undefined     },
4624     { /*202, undefined                              */      0,                                                  state_undefined     },
4625     { /*203, undefined                              */      0,                                                  state_undefined     },
4626     { /*204, undefined                              */      0,                                                  state_undefined     },
4627     { /*205, undefined                              */      0,                                                  state_undefined     },
4628     { /*206, undefined                              */      0,                                                  state_undefined     },
4629     { /*207, undefined                              */      0,                                                  state_undefined     },
4630     { /*208, undefined                              */      0,                                                  state_undefined     },
4631     { /*209, undefined                              */      0,                                                  state_undefined     },
4632     { /*210, undefined                              */      0,                                                  state_undefined     },
4633     { /*211, undefined                              */      0,                                                  state_undefined     },
4634     { /*212, undefined                              */      0,                                                  state_undefined     },
4635     { /*213, undefined                              */      0,                                                  state_undefined     },
4636     { /*214, undefined                              */      0,                                                  state_undefined     },
4637     { /*215, undefined                              */      0,                                                  state_undefined     },
4638     { /*216, undefined                              */      0,                                                  state_undefined     },
4639     { /*217, undefined                              */      0,                                                  state_undefined     },
4640     { /*218, undefined                              */      0,                                                  state_undefined     },
4641     { /*219, undefined                              */      0,                                                  state_undefined     },
4642     { /*220, undefined                              */      0,                                                  state_undefined     },
4643     { /*221, undefined                              */      0,                                                  state_undefined     },
4644     { /*222, undefined                              */      0,                                                  state_undefined     },
4645     { /*223, undefined                              */      0,                                                  state_undefined     },
4646     { /*224, undefined                              */      0,                                                  state_undefined     },
4647     { /*225, undefined                              */      0,                                                  state_undefined     },
4648     { /*226, undefined                              */      0,                                                  state_undefined     },
4649     { /*227, undefined                              */      0,                                                  state_undefined     },
4650     { /*228, undefined                              */      0,                                                  state_undefined     },
4651     { /*229, undefined                              */      0,                                                  state_undefined     },
4652     { /*230, undefined                              */      0,                                                  state_undefined     },
4653     { /*231, undefined                              */      0,                                                  state_undefined     },
4654     { /*232, undefined                              */      0,                                                  state_undefined     },
4655     { /*233, undefined                              */      0,                                                  state_undefined     },
4656     { /*234, undefined                              */      0,                                                  state_undefined     },
4657     { /*235, undefined                              */      0,                                                  state_undefined     },
4658     { /*236, undefined                              */      0,                                                  state_undefined     },
4659     { /*237, undefined                              */      0,                                                  state_undefined     },
4660     { /*238, undefined                              */      0,                                                  state_undefined     },
4661     { /*239, undefined                              */      0,                                                  state_undefined     },
4662     { /*240, undefined                              */      0,                                                  state_undefined     },
4663     { /*241, undefined                              */      0,                                                  state_undefined     },
4664     { /*242, undefined                              */      0,                                                  state_undefined     },
4665     { /*243, undefined                              */      0,                                                  state_undefined     },
4666     { /*244, undefined                              */      0,                                                  state_undefined     },
4667     { /*245, undefined                              */      0,                                                  state_undefined     },
4668     { /*246, undefined                              */      0,                                                  state_undefined     },
4669     { /*247, undefined                              */      0,                                                  state_undefined     },
4670     { /*248, undefined                              */      0,                                                  state_undefined     },
4671     { /*249, undefined                              */      0,                                                  state_undefined     },
4672     { /*250, undefined                              */      0,                                                  state_undefined     },
4673     { /*251, undefined                              */      0,                                                  state_undefined     },
4674     { /*252, undefined                              */      0,                                                  state_undefined     },
4675     { /*253, undefined                              */      0,                                                  state_undefined     },
4676     { /*254, undefined                              */      0,                                                  state_undefined     },
4677     { /*255, undefined                              */      0,                                                  state_undefined     },
4678       /* End huge gap */
4679     { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4680     { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
4681     { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
4682     { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
4683     { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
4684     { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
4685     { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
4686     { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
4687     { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
4688     { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
4689     { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
4690     { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
4691     { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
4692     { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
4693     { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
4694     { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
4695     { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
4696     { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
4697     { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
4698     { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
4699     { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
4700     { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
4701     { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
4702     { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
4703     { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
4704     { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
4705     { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
4706     { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
4707     { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
4708     { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
4709     { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
4710     { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
4711     { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
4712     { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
4713     { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
4714     { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
4715     { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
4716     { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
4717     { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
4718     { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
4719     { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
4720     { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
4721     { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
4722     { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
4723     { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
4724     { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
4725     { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
4726     { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
4727     { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
4728     { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
4729     { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
4730     { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
4731     { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
4732     { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
4733     { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
4734     { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
4735     { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
4736     { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
4737     { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
4738     { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
4739     { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
4740     { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
4741     { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
4742     { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
4743     { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
4744     { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
4745     { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
4746     { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
4747     { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
4748     { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
4749     { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
4750     { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
4751     { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
4752     { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
4753     { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
4754     { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
4755     { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
4756     { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
4757     { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
4758     { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
4759     { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
4760     { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
4761     { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
4762     { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
4763     { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
4764     { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
4765     { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
4766     { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
4767     { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
4768     { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
4769     { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
4770     { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
4771     { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
4772     { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
4773     { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
4774     { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
4775     { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
4776     { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
4777     { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
4778     { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
4779     { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
4780     { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
4781     { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
4782     { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
4783     { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
4784     { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
4785     { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
4786     { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
4787     { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
4788     { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
4789     { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
4790     { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
4791     { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
4792     { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
4793     { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
4794     { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
4795     { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
4796     { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
4797     { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
4798     { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
4799     { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
4800     { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
4801     { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
4802     { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
4803     { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
4804     { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
4805     { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
4806     { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
4807     { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
4808     { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
4809     { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
4810     { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
4811     { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
4812     { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
4813     { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
4814     { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
4815     { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
4816     { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
4817     { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
4818     { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
4819     { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
4820     { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
4821     { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
4822     { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
4823     { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
4824     { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
4825     { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
4826     { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
4827     { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
4828     { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
4829     { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
4830     { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
4831     { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
4832     { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
4833     { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
4834     { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
4835     { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
4836     { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
4837     { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
4838     { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
4839     { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
4840     { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
4841     { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
4842     { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
4843     { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
4844     { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
4845     { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
4846     { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
4847     { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
4848     { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
4849     { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
4850     { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
4851     { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
4852     { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
4853     { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
4854     { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
4855     { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
4856     { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
4857     { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
4858     { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
4859     { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
4860     { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
4861     { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
4862     { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
4863     { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
4864     { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
4865     { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
4866     { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
4867     { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
4868     { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
4869     { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
4870     { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
4871     { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
4872     { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
4873     { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
4874     { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
4875     { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
4876     { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
4877     { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
4878     { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
4879     { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
4880     { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
4881     { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
4882     { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
4883     { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
4884     { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
4885     { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
4886     { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
4887     { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
4888     { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
4889     { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
4890     { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
4891     { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
4892     { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
4893     { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
4894     { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
4895     { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
4896     { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
4897     { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
4898     { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
4899     { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
4900     { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
4901     { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
4902     { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
4903     { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
4904     { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
4905     { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
4906     { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
4907     { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
4908     { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
4909     { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
4910     { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
4911     { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
4912     { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
4913     { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
4914     { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
4915     { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
4916     { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
4917     { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
4918     { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
4919     { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
4920     { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
4921     { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
4922     { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
4923     { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
4924     { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
4925     { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
4926     { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
4927     { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
4928     { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
4929     { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
4930     { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
4931     { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
4932     { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
4933     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
4934     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4935       /* Various Vertex states follow */
4936     { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4937     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4938     { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
4939     { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4940     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4941     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4942     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4943       /* Lights */
4944     { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
4945     { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
4946     { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
4947     { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
4948     { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
4949     { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
4950     { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
4951     { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4952
4953     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4954       /* Clip planes */
4955     { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
4956     { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
4957     { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
4958     { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
4959     { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
4960     { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
4961     { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
4962     { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
4963     { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
4964     { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
4965     { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
4966     { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
4967     { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
4968     { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
4969     { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
4970     { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
4971     { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
4972     { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
4973     { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
4974     { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
4975     { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
4976     { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
4977     { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
4978     { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
4979     { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
4980     { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
4981     { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
4982     { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
4983     { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
4984     { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
4985     { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
4986     { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4987
4988     { /* STATE_MATERIAL                             */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
4989     { /* STATE_FRONTFACE                            */      STATE_FRONTFACE,                                    frontface           },
4990 };