2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
138 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
139 case WINED3DCULL_NONE:
140 glDisable(GL_CULL_FACE);
141 checkGLcall("glDisable GL_CULL_FACE");
144 glEnable(GL_CULL_FACE);
145 checkGLcall("glEnable GL_CULL_FACE");
146 glCullFace(GL_FRONT);
147 checkGLcall("glCullFace(GL_FRONT)");
149 case WINED3DCULL_CCW:
150 glEnable(GL_CULL_FACE);
151 checkGLcall("glEnable GL_CULL_FACE");
153 checkGLcall("glCullFace(GL_BACK)");
156 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
160 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
161 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
162 case WINED3DSHADE_FLAT:
163 glShadeModel(GL_FLAT);
164 checkGLcall("glShadeModel(GL_FLAT)");
166 case WINED3DSHADE_GOURAUD:
167 glShadeModel(GL_SMOOTH);
168 checkGLcall("glShadeModel(GL_SMOOTH)");
170 case WINED3DSHADE_PHONG:
171 FIXME("WINED3DSHADE_PHONG isn't supported\n");
174 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
179 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
181 checkGLcall("glEnable GL_DITHER");
183 glDisable(GL_DITHER);
184 checkGLcall("glDisable GL_DITHER");
188 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
189 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
190 * this has to be merged with ZENABLE and ZFUNC
192 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
194 checkGLcall("glDepthMask(1)");
197 checkGLcall("glDepthMask(0)");
201 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
202 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
205 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
206 static BOOL once = FALSE;
207 /* There are a few issues with this: First, our inability to
208 * select a proper Z depth, most of the time we're stuck with
209 * D24S8, even if the app selects D32 or D16. There seem to be
210 * some other precision problems which have to be debugged to
211 * make NOTEQUAL and EQUAL work properly
215 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 checkGLcall("glEnable GL_BLEND");
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
250 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
251 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
262 case WINED3DBLEND_SRCALPHASAT :
263 dstBlend = GL_SRC_ALPHA_SATURATE;
264 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
267 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
268 * values which are still valid up to d3d9. They should not occur as dest blend values
270 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
271 srcBlend = GL_SRC_ALPHA;
272 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
275 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
276 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
277 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
280 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
281 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
283 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
286 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
287 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
288 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
289 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
290 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
291 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
292 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
293 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
294 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
295 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
296 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
297 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
299 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
300 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
303 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
304 dstBlend = GL_SRC_ALPHA;
307 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
308 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
310 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
314 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
315 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
316 glEnable(GL_LINE_SMOOTH);
317 checkGLcall("glEnable(GL_LINE_SMOOTH)");
318 if(srcBlend != GL_SRC_ALPHA) {
319 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
321 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
322 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
325 glDisable(GL_LINE_SMOOTH);
326 checkGLcall("glDisable(GL_LINE_SMOOTH)");
329 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
330 glBlendFunc(srcBlend, dstBlend);
331 checkGLcall("glBlendFunc");
334 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
337 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
338 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
339 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
340 checkGLcall("glBlendColor");
343 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
346 BOOL enable_ckey = FALSE;
348 IWineD3DSurfaceImpl *surf;
350 /* Find out if the texture on the first stage has a ckey set
351 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
352 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
353 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
354 * in case it finds some texture+colorkeyenable combination which needs extra care.
356 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
357 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
359 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
360 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
361 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
362 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
363 * surface has alpha bits
365 if(fmt->alphaMask == 0x00000000) {
371 if(enable_ckey || context->last_was_ckey) {
372 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
374 context->last_was_ckey = enable_ckey;
376 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
377 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
378 glEnable(GL_ALPHA_TEST);
379 checkGLcall("glEnable GL_ALPHA_TEST");
381 glDisable(GL_ALPHA_TEST);
382 checkGLcall("glDisable GL_ALPHA_TEST");
383 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
389 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
390 glParm = GL_NOTEQUAL;
393 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
394 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
397 glAlphaFunc(glParm, ref);
398 checkGLcall("glAlphaFunc");
402 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
403 DWORD enable = 0xFFFFFFFF;
404 DWORD disable = 0x00000000;
406 if (use_vs(stateblock->wineD3DDevice)) {
407 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
408 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
409 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
410 * of that - don't do anything here and keep them disabled
412 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
413 static BOOL warned = FALSE;
415 FIXME("Clipping not supported with vertex shaders\n");
422 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
423 * of already set values
426 /* If enabling / disabling all
427 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
429 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
430 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
431 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
432 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
433 glDisable(GL_DEPTH_CLAMP_NV);
434 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
437 disable = 0xffffffff;
439 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
440 glEnable(GL_DEPTH_CLAMP_NV);
441 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
445 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
446 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
447 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
448 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
449 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
450 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
452 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
453 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
454 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
455 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
456 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
457 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
459 /** update clipping status */
461 stateblock->clip_status.ClipUnion = 0;
462 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
464 stateblock->clip_status.ClipUnion = 0;
465 stateblock->clip_status.ClipIntersection = 0;
469 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
470 int glParm = GL_FUNC_ADD;
472 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
473 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
477 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
478 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
479 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
480 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
481 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
482 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
484 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
487 TRACE("glBlendEquation(%x)\n", glParm);
488 GL_EXTCALL(glBlendEquationEXT(glParm));
489 checkGLcall("glBlendEquation");
493 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
494 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
495 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
496 * specular color. This is wrong:
497 * Separate specular color means the specular colour is maintained separately, whereas
498 * single color means it is merged in. However in both cases they are being used to
500 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
501 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
505 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
506 * Instead, we need to setup the FinalCombiner properly.
508 * The default setup for the FinalCombiner is:
510 * <variable> <input> <mapping> <usage>
511 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
512 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
513 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
514 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
515 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
516 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
517 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
519 * That's pretty much fine as it is, except for variable B, which needs to take
520 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
521 * whether WINED3DRS_SPECULARENABLE is enabled or not.
524 TRACE("Setting specular enable state and materials\n");
525 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
526 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
527 checkGLcall("glMaterialfv");
529 if(stateblock->material.Power > 128.0) {
530 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
531 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
532 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
535 WARN("Material power > 128\n");
536 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
538 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
540 checkGLcall("glMaterialf(GL_SHININESS");
542 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
543 glEnable(GL_COLOR_SUM_EXT);
545 TRACE("Specular colors cannot be enabled in this version of opengl\n");
547 checkGLcall("glEnable(GL_COLOR_SUM)");
549 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
550 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
551 checkGLcall("glFinalCombinerInputNV()");
554 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
556 /* for the case of enabled lighting: */
557 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
558 checkGLcall("glMaterialfv");
560 /* for the case of disabled lighting: */
561 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
562 glDisable(GL_COLOR_SUM_EXT);
564 TRACE("Specular colors cannot be disabled in this version of opengl\n");
566 checkGLcall("glDisable(GL_COLOR_SUM)");
568 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
569 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
570 checkGLcall("glFinalCombinerInputNV()");
574 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
575 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
576 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
577 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
578 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
579 stateblock->material.Specular.b, stateblock->material.Specular.a);
580 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
581 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
583 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
584 checkGLcall("glMaterialfv(GL_AMBIENT)");
585 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
586 checkGLcall("glMaterialfv(GL_DIFFUSE)");
587 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
588 checkGLcall("glMaterialfv(GL_EMISSION)");
591 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
594 /* Note the texture color applies to all textures whereas
595 * GL_TEXTURE_ENV_COLOR applies to active only
598 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
600 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
601 /* And now the default texture color as well */
602 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
603 /* Note the WINED3DRS value applies to all textures, but GL has one
604 * per texture, so apply it now ready to be used!
606 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
607 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
608 checkGLcall("glActiveTextureARB");
610 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
613 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
614 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
617 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
622 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
623 #if 0 /* Don't use OpenGL 2.0 calls for now */
624 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
625 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
626 checkGLcall("glStencilFuncSeparate(...)");
627 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
628 checkGLcall("glStencilOpSeparate(...)");
632 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
633 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
634 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
635 GL_EXTCALL(glActiveStencilFaceEXT(face));
636 checkGLcall("glActiveStencilFaceEXT(...)");
637 glStencilFunc(func, ref, mask);
638 checkGLcall("glStencilFunc(...)");
639 glStencilOp(stencilFail, depthFail, stencilPass);
640 checkGLcall("glStencilOp(...)");
641 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
642 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
643 checkGLcall("glStencilFuncSeparateATI(...)");
644 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
645 checkGLcall("glStencilOpSeparateATI(...)");
647 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
652 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
653 DWORD onesided_enable = FALSE;
654 DWORD twosided_enable = FALSE;
655 GLint func = GL_ALWAYS;
656 GLint func_ccw = GL_ALWAYS;
659 GLint stencilFail = GL_KEEP;
660 GLint depthFail = GL_KEEP;
661 GLint stencilPass = GL_KEEP;
662 GLint stencilFail_ccw = GL_KEEP;
663 GLint depthFail_ccw = GL_KEEP;
664 GLint stencilPass_ccw = GL_KEEP;
666 /* No stencil test without a stencil buffer */
667 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
668 glDisable(GL_STENCIL_TEST);
669 checkGLcall("glDisable GL_STENCIL_TEST");
673 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
674 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
675 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
677 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
678 func_ccw = GL_ALWAYS;
679 ref = stateblock->renderState[WINED3DRS_STENCILREF];
680 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
681 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
682 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
683 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
684 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
685 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
686 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
688 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
689 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
690 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
691 onesided_enable, twosided_enable, ref, mask,
692 func, stencilFail, depthFail, stencilPass,
693 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
695 if (twosided_enable && onesided_enable) {
696 glEnable(GL_STENCIL_TEST);
697 checkGLcall("glEnable GL_STENCIL_TEST");
699 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
700 * which has an effect on the code below too. If we apply the front face
701 * afterwards, we are sure that the active stencil face is set to front,
702 * and other stencil functions which do not use two sided stencil do not have
705 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
706 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
707 } else if(onesided_enable) {
708 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
709 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
710 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
713 glEnable(GL_STENCIL_TEST);
714 checkGLcall("glEnable GL_STENCIL_TEST");
715 glStencilFunc(func, ref, mask);
716 checkGLcall("glStencilFunc(...)");
717 glStencilOp(stencilFail, depthFail, stencilPass);
718 checkGLcall("glStencilOp(...)");
720 glDisable(GL_STENCIL_TEST);
721 checkGLcall("glDisable GL_STENCIL_TEST");
725 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
728 if(stateblock->wineD3DDevice->stencilBufferTarget) {
729 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
734 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
735 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
736 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
738 checkGLcall("glStencilMask");
739 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
740 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
745 checkGLcall("glStencilMask");
748 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
749 /* TODO: Put this into the vertex type block once that is in the state table */
750 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
751 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
752 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
753 float fogstart, fogend;
761 /* No fog? Disable it, and we're done :-) */
763 checkGLcall("glDisable GL_FOG");
764 if( use_ps(stateblock->wineD3DDevice)
765 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
766 /* disable fog in the pixel shader
767 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
768 * -1/(e-s) and e/(e-s) respectively.
770 glFogf(GL_FOG_START, 0.0f);
771 checkGLcall("glFogf(GL_FOG_START, fogstart");
772 glFogf(GL_FOG_END, 1.0f);
773 checkGLcall("glFogf(GL_FOG_END, fogend");
778 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
779 fogstart = tmpvalue.f;
780 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
785 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
786 * It can use the Z value of the vertex, or the alpha component of the specular color.
787 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
788 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
789 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
791 * FOGTABLEMODE != NONE:
792 * The Z value is used, with the equation specified, no matter what vertex type.
794 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
795 * Per vertex fog is calculated using the specified fog equation and the parameters
797 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
798 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
799 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
802 * Rules for vertex fog with shaders:
804 * When mixing fixed function functionality with the programmable pipeline, D3D expects
805 * the fog computation to happen during transformation while openGL expects it to happen
806 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
807 * the pixel shader while openGL always expects the pixel shader to handle the blending.
808 * To solve this problem, WineD3D does:
809 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
811 * and 2) disables the fog computation (in either the fixed function or programmable
812 * rasterizer) if using a vertex program.
815 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
820 if( !use_vs(stateblock->wineD3DDevice)
821 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
822 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
826 if (use_vs(stateblock->wineD3DDevice)
827 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
828 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
829 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
833 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
834 glFogi(GL_FOG_MODE, GL_LINEAR);
835 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
840 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
841 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
842 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
843 context->fog_coord = FALSE;
845 context->last_was_foggy_shader = TRUE;
847 else if( use_ps(stateblock->wineD3DDevice) ) {
848 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
849 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
852 context->last_was_foggy_shader = FALSE;
854 /* If both fogmodes are set use the table fog mode */
855 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
856 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
858 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
862 case WINED3DFOG_EXP2:
863 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
868 case WINED3DFOG_LINEAR:
869 fogstart = -1.0f/(fogend-fogstart);
873 case WINED3DFOG_NONE:
874 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
878 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
881 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
882 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
883 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
884 context->fog_coord = FALSE;
887 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
888 * the system will apply only pixel(=table) fog effects."
890 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
891 glHint(GL_FOG_HINT, GL_FASTEST);
892 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
893 context->last_was_foggy_shader = FALSE;
895 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
896 /* If processed vertices are used, fall through to the NONE case */
897 case WINED3DFOG_EXP: {
898 if(!context->last_was_rhw) {
899 glFogi(GL_FOG_MODE, GL_EXP);
900 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
901 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
902 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
903 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
904 context->fog_coord = FALSE;
909 case WINED3DFOG_EXP2: {
910 if(!context->last_was_rhw) {
911 glFogi(GL_FOG_MODE, GL_EXP2);
912 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
913 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
914 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
915 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
916 context->fog_coord = FALSE;
921 case WINED3DFOG_LINEAR: {
922 if(!context->last_was_rhw) {
923 glFogi(GL_FOG_MODE, GL_LINEAR);
924 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
925 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
926 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
927 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
928 context->fog_coord = FALSE;
933 case WINED3DFOG_NONE: {
934 /* Both are none? According to msdn the alpha channel of the specular
935 * color contains a fog factor. Set it in drawStridedSlow.
936 * Same happens with Vertexfog on transformed vertices
938 if(GL_SUPPORT(EXT_FOG_COORD)) {
939 if(context->fog_coord == FALSE) {
940 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
941 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
942 context->fog_coord = TRUE;
944 glFogi(GL_FOG_MODE, GL_LINEAR);
945 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
949 /* Disable GL fog, handle this in software in drawStridedSlow */
954 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
957 glHint(GL_FOG_HINT, GL_NICEST);
958 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
959 context->last_was_foggy_shader = FALSE;
961 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
963 glFogi(GL_FOG_MODE, GL_EXP);
964 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
965 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
966 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
967 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
968 context->fog_coord = FALSE;
972 case WINED3DFOG_EXP2:
973 glFogi(GL_FOG_MODE, GL_EXP2);
974 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
975 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
976 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
978 context->fog_coord = FALSE;
982 case WINED3DFOG_LINEAR:
983 glFogi(GL_FOG_MODE, GL_LINEAR);
984 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
985 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
986 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
987 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
988 context->fog_coord = FALSE;
992 case WINED3DFOG_NONE: /* Won't happen */
994 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1000 checkGLcall("glEnable GL_FOG");
1002 if(fogstart != fogend)
1004 glFogfv(GL_FOG_START, &fogstart);
1005 checkGLcall("glFogf(GL_FOG_START, fogstart");
1006 TRACE("Fog Start == %f\n", fogstart);
1008 glFogfv(GL_FOG_END, &fogend);
1009 checkGLcall("glFogf(GL_FOG_END, fogend");
1010 TRACE("Fog End == %f\n", fogend);
1014 glFogf(GL_FOG_START, -1.0 / 0.0);
1015 checkGLcall("glFogf(GL_FOG_START, fogstart");
1016 TRACE("Fog Start == %f\n", fogstart);
1018 glFogf(GL_FOG_END, 0.0);
1019 checkGLcall("glFogf(GL_FOG_END, fogend");
1020 TRACE("Fog End == %f\n", fogend);
1024 checkGLcall("glDisable GL_FOG");
1025 if( use_ps(stateblock->wineD3DDevice) ) {
1026 /* disable fog in the pixel shader
1027 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1028 * -1/(e-s) and e/(e-s) respectively.
1030 glFogf(GL_FOG_START, 0.0f);
1031 checkGLcall("glFogf(GL_FOG_START, fogstart");
1032 glFogf(GL_FOG_END, 1.0f);
1033 checkGLcall("glFogf(GL_FOG_END, fogend");
1038 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1039 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1040 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1041 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1042 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1044 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1047 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1048 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1049 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1054 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1056 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1057 glFogfv(GL_FOG_COLOR, &col[0]);
1058 checkGLcall("glFog GL_FOG_COLOR");
1061 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1066 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1067 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1068 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1071 /* TODO: Merge with primitive type + init_materials()!! */
1072 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1073 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1075 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1076 BOOL isDiffuseSupplied;
1078 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1079 * The vertex declaration will call this function if the fixed function pipeline is used.
1082 if(isStateDirty(context, STATE_VDECL)) {
1086 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1088 context->num_untracked_materials = 0;
1089 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1090 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1091 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1092 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1093 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1094 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1096 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1097 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1098 Parm = GL_AMBIENT_AND_DIFFUSE;
1102 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1103 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1104 context->num_untracked_materials++;
1106 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1107 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1108 context->num_untracked_materials++;
1110 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1112 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1113 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1114 context->num_untracked_materials++;
1116 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1117 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1118 context->num_untracked_materials++;
1120 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1122 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1123 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1124 context->num_untracked_materials++;
1126 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1131 /* Nothing changed, return. */
1132 if (Parm == context->tracking_parm) return;
1135 glDisable(GL_COLOR_MATERIAL);
1136 checkGLcall("glDisable GL_COLOR_MATERIAL");
1138 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1139 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1140 glEnable(GL_COLOR_MATERIAL);
1141 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1144 /* Apparently calls to glMaterialfv are ignored for properties we're
1145 * tracking with glColorMaterial, so apply those here. */
1146 switch (context->tracking_parm) {
1147 case GL_AMBIENT_AND_DIFFUSE:
1148 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1149 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1150 checkGLcall("glMaterialfv");
1154 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1155 checkGLcall("glMaterialfv");
1159 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1160 checkGLcall("glMaterialfv");
1164 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1165 checkGLcall("glMaterialfv");
1169 /* Only change material color if specular is enabled, otherwise it is set to black */
1170 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1171 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1172 checkGLcall("glMaterialfv");
1174 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1175 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1176 checkGLcall("glMaterialfv");
1181 context->tracking_parm = Parm;
1184 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1187 WINED3DLINEPATTERN lp;
1189 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1191 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1193 if (tmppattern.lp.wRepeatFactor) {
1194 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1195 checkGLcall("glLineStipple(repeat, linepattern)");
1196 glEnable(GL_LINE_STIPPLE);
1197 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1199 glDisable(GL_LINE_STIPPLE);
1200 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1204 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1210 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1211 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1212 TRACE("ZBias value %f\n", tmpvalue.f);
1213 glPolygonOffset(0, -tmpvalue.f);
1214 checkGLcall("glPolygonOffset(0, -Value)");
1215 glEnable(GL_POLYGON_OFFSET_FILL);
1216 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1217 glEnable(GL_POLYGON_OFFSET_LINE);
1218 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1219 glEnable(GL_POLYGON_OFFSET_POINT);
1220 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1222 glDisable(GL_POLYGON_OFFSET_FILL);
1223 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1224 glDisable(GL_POLYGON_OFFSET_LINE);
1225 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1226 glDisable(GL_POLYGON_OFFSET_POINT);
1227 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1232 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1233 if(isStateDirty(context, STATE_VDECL)) {
1236 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1237 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1238 * by zero and is not properly defined in opengl, so avoid it
1240 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1241 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1242 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1243 glEnable(GL_NORMALIZE);
1244 checkGLcall("glEnable(GL_NORMALIZE);");
1246 glDisable(GL_NORMALIZE);
1247 checkGLcall("glDisable(GL_NORMALIZE);");
1251 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1257 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1258 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1259 TRACE("Set point size to %f\n", tmpvalue.f);
1260 glPointSize(tmpvalue.f);
1261 checkGLcall("glPointSize(...);");
1264 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1270 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1271 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1272 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1273 checkGLcall("glPointParameterfARB(...");
1275 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1276 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1277 checkGLcall("glPointParameterfEXT(...);");
1278 } else if(tmpvalue.f != 1.0) {
1279 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1283 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1289 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1290 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1291 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1292 checkGLcall("glPointParameterfARB(...");
1294 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1295 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1296 checkGLcall("glPointParameterfEXT(...);");
1297 } else if(tmpvalue.f != 64.0) {
1298 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1302 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1303 /* TODO: Group this with the viewport */
1305 * POINTSCALEENABLE controls how point size value is treated. If set to
1306 * true, the point size is scaled with respect to height of viewport.
1307 * When set to false point size is in pixels.
1309 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1312 /* Default values */
1313 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1316 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1317 * This means that OpenGL will clamp really small point sizes to 1.0f.
1318 * To correct for this we need to multiply by the scale factor when sizes
1319 * are less than 1.0f. scale_factor = 1.0f / point_size.
1321 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1322 if(pointSize > 0.0f) {
1323 GLfloat scaleFactor;
1325 if(pointSize < 1.0f) {
1326 scaleFactor = pointSize * pointSize;
1331 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1332 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1333 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1334 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1335 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1336 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1337 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1341 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1342 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1343 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1345 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1346 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1347 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1349 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1353 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1354 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1356 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1357 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1358 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1359 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1360 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1361 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1362 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1363 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1364 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1365 checkGLcall("glColorMask(...)");
1367 /* depends on WINED3DRS_COLORWRITEENABLE. */
1368 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1369 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1370 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1371 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1372 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1373 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1374 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1378 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1379 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1380 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1381 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1383 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1384 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1388 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1389 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1390 TRACE("Last Pixel Drawing Enabled\n");
1392 static BOOL first = TRUE;
1394 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1397 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1402 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1403 /* TODO: NV_POINT_SPRITE */
1404 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1405 TRACE("Point sprites not supported\n");
1409 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1410 glEnable(GL_POINT_SPRITE_ARB);
1411 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1413 glDisable(GL_POINT_SPRITE_ARB);
1414 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1418 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1420 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1421 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1422 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1423 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1424 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1426 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1429 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1430 stateblock->renderState[WINED3DRS_WRAP1] ||
1431 stateblock->renderState[WINED3DRS_WRAP2] ||
1432 stateblock->renderState[WINED3DRS_WRAP3] ||
1433 stateblock->renderState[WINED3DRS_WRAP4] ||
1434 stateblock->renderState[WINED3DRS_WRAP5] ||
1435 stateblock->renderState[WINED3DRS_WRAP6] ||
1436 stateblock->renderState[WINED3DRS_WRAP7] ||
1437 stateblock->renderState[WINED3DRS_WRAP8] ||
1438 stateblock->renderState[WINED3DRS_WRAP9] ||
1439 stateblock->renderState[WINED3DRS_WRAP10] ||
1440 stateblock->renderState[WINED3DRS_WRAP11] ||
1441 stateblock->renderState[WINED3DRS_WRAP12] ||
1442 stateblock->renderState[WINED3DRS_WRAP13] ||
1443 stateblock->renderState[WINED3DRS_WRAP14] ||
1444 stateblock->renderState[WINED3DRS_WRAP15] ) {
1445 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1449 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1450 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1451 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1452 glEnable(GL_MULTISAMPLE_ARB);
1453 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1455 glDisable(GL_MULTISAMPLE_ARB);
1456 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1459 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1460 WARN("Multisample antialiasing not supported by gl\n");
1465 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1466 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1467 glEnable(GL_SCISSOR_TEST);
1468 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1470 glDisable(GL_SCISSOR_TEST);
1471 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1475 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1481 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1482 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1483 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1484 glEnable(GL_POLYGON_OFFSET_FILL);
1485 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1486 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1487 checkGLcall("glPolygonOffset(...)");
1489 glDisable(GL_POLYGON_OFFSET_FILL);
1490 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1494 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1495 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1496 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1497 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1499 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1500 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1504 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1506 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1507 FIXME(" Stippled Alpha not supported yet.\n");
1510 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1512 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1513 FIXME(" Antialias not supported yet.\n");
1516 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1518 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1519 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1522 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1524 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1525 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1528 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1536 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1538 static BOOL displayed = FALSE;
1540 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1542 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1548 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1550 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1551 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1554 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1556 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1557 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1560 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1562 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1563 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1566 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1568 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1569 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1572 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1573 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1574 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1578 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1579 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1580 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1584 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1585 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1586 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1590 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1591 if(stateblock->renderState[WINED3DRS_ROP2]) {
1592 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1596 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1597 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1598 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1602 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1603 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1604 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1608 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1609 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1610 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1614 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1615 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1616 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1620 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1621 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1622 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1626 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1627 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1628 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1632 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1633 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1634 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1638 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1639 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1640 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1644 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1645 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1646 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1650 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1651 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1652 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1656 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1657 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1658 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1662 /* Activates the texture dimension according to the bound D3D texture.
1663 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1664 * Requires the caller to activate the correct unit before
1666 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1667 BOOL bumpmap = FALSE;
1669 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1670 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1672 context->texShaderBumpMap |= (1 << stage);
1674 context->texShaderBumpMap &= ~(1 << stage);
1677 if(stateblock->textures[stage]) {
1678 switch(stateblock->textureDimensions[stage]) {
1680 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1681 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1683 glDisable(GL_TEXTURE_3D);
1684 checkGLcall("glDisable(GL_TEXTURE_3D)");
1685 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1686 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1687 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1689 glEnable(GL_TEXTURE_2D);
1690 checkGLcall("glEnable(GL_TEXTURE_2D)");
1694 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1695 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1697 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1698 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1699 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1701 glDisable(GL_TEXTURE_2D);
1702 checkGLcall("glDisable(GL_TEXTURE_2D)");
1703 glEnable(GL_TEXTURE_3D);
1704 checkGLcall("glEnable(GL_TEXTURE_3D)");
1707 case GL_TEXTURE_CUBE_MAP_ARB:
1708 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1709 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1711 glDisable(GL_TEXTURE_2D);
1712 checkGLcall("glDisable(GL_TEXTURE_2D)");
1713 glDisable(GL_TEXTURE_3D);
1714 checkGLcall("glDisable(GL_TEXTURE_3D)");
1715 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1716 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1721 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1722 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1724 glEnable(GL_TEXTURE_2D);
1725 checkGLcall("glEnable(GL_TEXTURE_2D)");
1726 glDisable(GL_TEXTURE_3D);
1727 checkGLcall("glDisable(GL_TEXTURE_3D)");
1728 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1729 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1730 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1732 /* Binding textures is done by samplers. A dummy texture will be bound */
1737 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1738 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1739 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1740 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1742 TRACE("Setting color op for stage %d\n", stage);
1744 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1745 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1746 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1750 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1752 if (mapped_stage != -1) {
1753 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1754 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1755 FIXME("Attempt to enable unsupported stage!\n");
1758 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1759 checkGLcall("glActiveTextureARB");
1760 } else if (stage > 0) {
1761 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1766 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1767 if(stateblock->lowest_disabled_stage > 0) {
1768 glEnable(GL_REGISTER_COMBINERS_NV);
1769 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1771 glDisable(GL_REGISTER_COMBINERS_NV);
1774 if(stage >= stateblock->lowest_disabled_stage) {
1775 TRACE("Stage disabled\n");
1776 if (mapped_stage != -1) {
1777 /* Disable everything here */
1778 glDisable(GL_TEXTURE_2D);
1779 checkGLcall("glDisable(GL_TEXTURE_2D)");
1780 glDisable(GL_TEXTURE_3D);
1781 checkGLcall("glDisable(GL_TEXTURE_3D)");
1782 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1783 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1784 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1786 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1787 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1794 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1795 * if the sampler for this stage is dirty
1797 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1798 if (tex_used) activate_dimensions(stage, stateblock, context);
1801 /* Set the texture combiners */
1802 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1803 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1804 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1805 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1806 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1807 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1810 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1811 * thus the texture shader may have to be updated
1813 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1814 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1815 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1816 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1817 if(usesBump != usedBump) {
1818 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1819 checkGLcall("glActiveTextureARB");
1820 activate_dimensions(stage + 1, stateblock, context);
1821 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1822 checkGLcall("glActiveTextureARB");
1826 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1827 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1828 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1829 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1830 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1834 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1835 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1836 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1837 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1838 DWORD op, arg1, arg2, arg0;
1840 TRACE("Setting alpha op for stage %d\n", stage);
1841 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1842 if (mapped_stage != -1) {
1843 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1844 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1845 FIXME("Attempt to enable unsupported stage!\n");
1848 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1849 checkGLcall("glActiveTextureARB");
1850 } else if (stage > 0) {
1851 /* We can't do anything here */
1852 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1857 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1858 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1859 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1860 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1862 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1863 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1864 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1866 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1867 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1869 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1870 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1871 * cannot remove the texture's alpha channel entirely.
1873 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1874 * on color keyed surfaces.
1876 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1878 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1879 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1880 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1884 TRACE("Setting alpha op for stage %d\n", stage);
1885 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1886 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1887 op, arg1, arg2, arg0,
1890 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1891 op, arg1, arg2, arg0);
1895 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1896 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1897 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1899 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1900 if(stateblock->vertexShader ||
1901 isStateDirty(context, STATE_VDECL)) {
1902 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1906 if (mapped_stage < 0) return;
1908 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1909 if(mapped_stage >= GL_LIMITS(textures)) {
1912 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1913 checkGLcall("glActiveTextureARB");
1914 } else if (mapped_stage > 0) {
1915 /* We can't do anything here */
1916 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1920 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1921 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1922 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU,
1923 context->last_was_rhw,
1924 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
1925 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
1926 WINED3DDECLTYPE_UNUSED);
1930 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1933 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1934 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1935 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1939 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1940 UINT *offset = stateblock->streamOffset;
1941 unsigned int mapped_stage = 0;
1942 unsigned int textureNo = 0;
1944 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1945 /* Abort if we don't support the extension. */
1946 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1947 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1951 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1952 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1954 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1955 if (mapped_stage == -1) continue;
1957 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1958 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1959 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1961 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1962 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1963 checkGLcall("glBindBufferARB");
1964 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1967 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1968 checkGLcall("glClientActiveTextureARB");
1970 /* The coords to supply depend completely on the fvf / vertex shader */
1972 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1973 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1974 sd->u.s.texCoords[coordIdx].dwStride,
1975 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1976 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1978 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1981 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1982 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1983 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1984 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1989 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1990 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1991 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1993 if (mapped_stage == -1) {
1994 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1998 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1999 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2002 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2003 checkGLcall("glActiveTextureARB");
2004 } else if (stage > 0) {
2005 /* We can't do anything here */
2006 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2010 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2012 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2013 * one flag, you can still specify an index value, which the system uses to
2014 * determine the texture wrapping mode.
2015 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2016 * means use the vertex position (camera-space) as the input texture coordinates
2017 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2018 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2019 * to the TEXCOORDINDEX value
2023 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2025 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2026 case WINED3DTSS_TCI_PASSTHRU:
2027 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2028 glDisable(GL_TEXTURE_GEN_S);
2029 glDisable(GL_TEXTURE_GEN_T);
2030 glDisable(GL_TEXTURE_GEN_R);
2031 glDisable(GL_TEXTURE_GEN_Q);
2032 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2035 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2036 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2037 * as the input texture coordinates for this stage's texture transformation. This
2038 * equates roughly to EYE_LINEAR
2041 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2042 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2043 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2044 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2045 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2047 glMatrixMode(GL_MODELVIEW);
2050 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2051 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2052 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2053 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2056 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2057 glEnable(GL_TEXTURE_GEN_S);
2058 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2059 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2060 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2061 glEnable(GL_TEXTURE_GEN_T);
2062 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2063 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2064 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2065 glEnable(GL_TEXTURE_GEN_R);
2066 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2067 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2068 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2072 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2074 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2075 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2076 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2077 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2078 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2079 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2081 glMatrixMode(GL_MODELVIEW);
2084 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2085 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2086 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2087 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2090 glEnable(GL_TEXTURE_GEN_S);
2091 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2092 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2093 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2094 glEnable(GL_TEXTURE_GEN_T);
2095 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2096 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2097 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2098 glEnable(GL_TEXTURE_GEN_R);
2099 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2100 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2101 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2106 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2108 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2109 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2110 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2111 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2112 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2113 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2115 glMatrixMode(GL_MODELVIEW);
2118 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2119 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2120 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2121 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2124 glEnable(GL_TEXTURE_GEN_S);
2125 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2126 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2127 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2128 glEnable(GL_TEXTURE_GEN_T);
2129 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2130 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2131 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2132 glEnable(GL_TEXTURE_GEN_R);
2133 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2134 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2135 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2140 /* Unhandled types: */
2143 /* ? disable GL_TEXTURE_GEN_n ? */
2144 glDisable(GL_TEXTURE_GEN_S);
2145 glDisable(GL_TEXTURE_GEN_T);
2146 glDisable(GL_TEXTURE_GEN_R);
2147 glDisable(GL_TEXTURE_GEN_Q);
2148 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2152 /* Update the texture matrix */
2153 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2154 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2157 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2158 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2159 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2160 * and do all the things linked to it
2161 * TODO: Tidy that up to reload only the arrays of the changed unit
2163 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2165 unloadTexCoords(stateblock);
2166 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2170 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2171 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2173 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2174 * has an update pending
2176 if(isStateDirty(context, STATE_VDECL) ||
2177 isStateDirty(context, STATE_PIXELSHADER)) {
2181 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2184 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2185 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2191 if(stateblock->pixelShader && stage != 0 &&
2192 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2193 /* The pixel shader has to know the luminance scale. Do a constants update if it
2194 * isn't scheduled anyway
2196 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2197 !isStateDirty(context, STATE_PIXELSHADER)) {
2198 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2202 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2203 if(tmpvalue.f != 0.0) {
2204 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2208 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2209 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2215 if(stateblock->pixelShader && stage != 0 &&
2216 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2217 /* The pixel shader has to know the luminance offset. Do a constants update if it
2218 * isn't scheduled anyway
2220 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2221 !isStateDirty(context, STATE_PIXELSHADER)) {
2222 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2226 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2227 if(tmpvalue.f != 0.0) {
2228 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2232 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2233 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2235 if(stage >= GL_LIMITS(texture_stages)) {
2239 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2240 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2244 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2245 DWORD sampler = state - STATE_SAMPLER(0);
2246 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2252 TRACE("Sampler: %d\n", sampler);
2253 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2254 * only has to bind textures and set the per texture states
2257 if (mapped_stage == -1) {
2258 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2262 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2263 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2266 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2267 checkGLcall("glActiveTextureARB");
2268 } else if (sampler > 0) {
2269 /* We can't do anything here */
2270 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2274 if(stateblock->textures[sampler]) {
2275 BOOL texIsPow2 = FALSE;
2277 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2278 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2279 * scaling is reapplied or removed, the texture matrix has to be reapplied
2281 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2282 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2283 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2284 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2287 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2288 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2293 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2294 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2295 context->lastWasPow2Texture[sampler] = texIsPow2;
2299 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2300 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2302 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2303 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2304 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2305 GL_TEXTURE_LOD_BIAS_EXT,
2307 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2310 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2311 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2312 /* Using a pixel shader? Verify the sampler types */
2314 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2315 * dimensions because the shader knows from which texture type to sample from. For the sake of
2316 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2317 * dimensions. This should make wrong sampling sources visible :-)
2319 glEnable(stateblock->textureDimensions[sampler]);
2320 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2321 } else if(sampler < stateblock->lowest_disabled_stage) {
2322 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2323 activate_dimensions(sampler, stateblock, context);
2326 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2327 /* If color keying is enabled update the alpha test, it depends on the existence
2328 * of a color key in stage 0
2330 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2333 } else if(sampler < GL_LIMITS(texture_stages)) {
2334 if(sampler < stateblock->lowest_disabled_stage) {
2335 /* TODO: What should I do with pixel shaders here ??? */
2336 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2337 activate_dimensions(sampler, stateblock, context);
2339 } /* Otherwise tex_colorop disables the stage */
2340 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2341 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2345 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2346 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2347 BOOL use_pshader = use_ps(device);
2348 BOOL use_vshader = use_vs(device);
2349 BOOL update_fog = FALSE;
2353 if(!context->last_was_pshader) {
2354 /* Former draw without a pixel shader, some samplers
2355 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2356 * make sure to enable them
2358 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2359 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2360 sampler(STATE_SAMPLER(i), stateblock, context);
2365 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2366 * if a different texture was bound. I don't have to do anything.
2370 /* Compile and bind the shader */
2371 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2373 /* Disabled the pixel shader - color ops weren't applied
2374 * while it was enabled, so re-apply them.
2376 for(i=0; i < MAX_TEXTURES; i++) {
2377 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2378 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2381 if(context->last_was_pshader)
2385 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2386 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2388 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2389 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2394 state_fog(state, stateblock, context);
2396 context->last_was_pshader = use_pshader;
2399 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2400 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2402 if(stateblock->pixelShader && stage != 0 &&
2403 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2404 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2407 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2408 !isStateDirty(context, STATE_PIXELSHADER)) {
2409 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2413 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2414 if(stage >= GL_LIMITS(texture_stages)) {
2415 WARN("Bump env matrix of unsupported stage set\n");
2416 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2417 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2418 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2420 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2421 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2422 checkGLcall("glTexBumpParameterfvATI");
2424 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2425 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2426 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2427 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2428 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2429 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2431 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2433 if(mapped_stage < GL_LIMITS(textures)) {
2434 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2435 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2437 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2438 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2439 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2444 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2445 /* This function is called by transform_view below if the view matrix was changed too
2447 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2448 * does not always update the world matrix, only on a switch between transformed
2449 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2450 * draw, but that should be rather rare and cheaper in total.
2452 glMatrixMode(GL_MODELVIEW);
2453 checkGLcall("glMatrixMode");
2455 if(context->last_was_rhw) {
2457 checkGLcall("glLoadIdentity()");
2459 /* In the general case, the view matrix is the identity matrix */
2460 if (stateblock->wineD3DDevice->view_ident) {
2461 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2462 checkGLcall("glLoadMatrixf");
2464 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2465 checkGLcall("glLoadMatrixf");
2466 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2467 checkGLcall("glMultMatrixf");
2472 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2473 UINT index = state - STATE_CLIPPLANE(0);
2475 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2479 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2480 glMatrixMode(GL_MODELVIEW);
2482 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2484 TRACE("Clipplane [%f,%f,%f,%f]\n",
2485 stateblock->clipplane[index][0],
2486 stateblock->clipplane[index][1],
2487 stateblock->clipplane[index][2],
2488 stateblock->clipplane[index][3]);
2489 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2490 checkGLcall("glClipPlane");
2495 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2496 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2498 TRACE("Setting world matrix %d\n", matrix);
2500 if(matrix >= GL_LIMITS(blends)) {
2501 WARN("Unsupported blend matrix set\n");
2503 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2507 /* GL_MODELVIEW0_ARB: 0x1700
2508 * GL_MODELVIEW1_ARB: 0x0x850a
2509 * GL_MODELVIEW2_ARB: 0x8722
2510 * GL_MODELVIEW3_ARB: 0x8723
2512 * GL_MODELVIEW31_ARB: 0x873F
2514 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2515 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2517 glMatrixMode(glMat);
2518 checkGLcall("glMatrixMode(glMat)");
2520 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2521 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2523 if(stateblock->wineD3DDevice->view_ident) {
2524 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2525 checkGLcall("glLoadMatrixf")
2527 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2528 checkGLcall("glLoadMatrixf")
2529 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2530 checkGLcall("glMultMatrixf")
2534 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2535 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2538 case WINED3DVBF_1WEIGHTS:
2539 case WINED3DVBF_2WEIGHTS:
2540 case WINED3DVBF_3WEIGHTS:
2541 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2542 glEnable(GL_VERTEX_BLEND_ARB);
2543 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2545 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2546 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2548 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2550 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2552 for(i = 1; i < GL_LIMITS(blends); i++) {
2553 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2554 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2557 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2560 static BOOL once = FALSE;
2563 /* TODO: Implement vertex blending in drawStridedSlow */
2564 FIXME("Vertex blending enabled, but not supported by hardware\n");
2569 case WINED3DVBF_DISABLE:
2570 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2571 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2572 glDisable(GL_VERTEX_BLEND_ARB);
2573 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2575 TRACE("Vertex blending disabled\n");
2579 case WINED3DVBF_TWEENING:
2580 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2581 * vertex weights in the vertices?
2582 * For now we don't report that as supported, so a warn should suffice
2584 WARN("Tweening not supported yet\n");
2589 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2592 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2593 * NOTE: We have to reset the positions even if the light/plane is not currently
2594 * enabled, since the call to enable it will not reset the position.
2595 * NOTE2: Apparently texture transforms do NOT need reapplying
2598 PLIGHTINFOEL *light = NULL;
2600 glMatrixMode(GL_MODELVIEW);
2601 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2602 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2603 checkGLcall("glLoadMatrixf(...)");
2605 /* Reset lights. TODO: Call light apply func */
2606 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2607 light = stateblock->activeLights[k];
2608 if(!light) continue;
2609 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2610 checkGLcall("glLightfv posn");
2611 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2612 checkGLcall("glLightfv dirn");
2615 /* Reset Clipping Planes */
2616 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2617 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2618 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2622 if(context->last_was_rhw) {
2624 checkGLcall("glLoadIdentity()");
2625 /* No need to update the world matrix, the identity is fine */
2629 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2630 * No need to do it here if the state is scheduled for update.
2632 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2633 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2636 /* Avoid looping over a number of matrices if the app never used the functionality */
2637 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2638 for(k = 1; k < GL_LIMITS(blends); k++) {
2639 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2640 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2646 static const GLfloat invymat[16] = {
2647 1.0f, 0.0f, 0.0f, 0.0f,
2648 0.0f, -1.0f, 0.0f, 0.0f,
2649 0.0f, 0.0f, 1.0f, 0.0f,
2650 0.0f, 0.0f, 0.0f, 1.0f};
2652 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2653 glMatrixMode(GL_PROJECTION);
2654 checkGLcall("glMatrixMode(GL_PROJECTION)");
2656 checkGLcall("glLoadIdentity");
2658 if(context->last_was_rhw) {
2659 double X, Y, height, width, minZ, maxZ;
2661 X = stateblock->viewport.X;
2662 Y = stateblock->viewport.Y;
2663 height = stateblock->viewport.Height;
2664 width = stateblock->viewport.Width;
2665 minZ = stateblock->viewport.MinZ;
2666 maxZ = stateblock->viewport.MaxZ;
2668 if(!stateblock->wineD3DDevice->untransformed) {
2669 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2670 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2671 * suppress depth clipping. This can be done because it is an orthogonal projection and
2672 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2673 * Persia 3D need this.
2675 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2676 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2677 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2680 * Also note that this breaks z comparison against z values filled in with clear,
2681 * but no app depending on that and disabled clipping has been found yet. Comparing
2682 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2685 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2686 * but this would break Z buffer operation. Raising the range to something less than
2687 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2690 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2691 if(stateblock->wineD3DDevice->render_offscreen) {
2692 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2694 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2697 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2698 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2699 * unmodified to opengl.
2701 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2702 * replacement shader.
2704 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2705 if(stateblock->wineD3DDevice->render_offscreen) {
2706 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2708 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2711 checkGLcall("glOrtho");
2713 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2714 glTranslatef(0.5, 0.5, 0);
2715 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2716 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2717 * render everything upside down when rendering offscreen. */
2718 if (stateblock->wineD3DDevice->render_offscreen) {
2719 glMultMatrixf(invymat);
2720 checkGLcall("glMultMatrixf(invymat)");
2723 /* The rule is that the window coordinate 0 does not correspond to the
2724 beginning of the first pixel, but the center of the first pixel.
2725 As a consequence if you want to correctly draw one line exactly from
2726 the left to the right end of the viewport (with all matrices set to
2727 be identity), the x coords of both ends of the line would be not
2728 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2731 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2732 divide by the Width/Height, so we need the half range(1.0) to translate by
2735 The other fun is that d3d's output z range after the transformation is [0;1],
2736 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2737 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2738 of Z buffer precision and the clear values do not match in the z test. Thus scale
2739 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2741 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2742 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2743 glScalef(1.0, 1.0, 2.0);
2745 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2746 * render everything upside down when rendering offscreen. */
2747 if (stateblock->wineD3DDevice->render_offscreen) {
2748 glMultMatrixf(invymat);
2749 checkGLcall("glMultMatrixf(invymat)");
2751 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2752 checkGLcall("glLoadMatrixf");
2756 /* This should match any arrays loaded in loadVertexData.
2757 * stateblock impl is required for GL_SUPPORT
2758 * TODO: Only load / unload arrays if we have to.
2760 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2761 glDisableClientState(GL_VERTEX_ARRAY);
2762 glDisableClientState(GL_NORMAL_ARRAY);
2763 glDisableClientState(GL_COLOR_ARRAY);
2764 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2765 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2767 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2768 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2769 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2770 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2772 unloadTexCoords(stateblock);
2775 /* This should match any arrays loaded in loadNumberedArrays
2776 * TODO: Only load / unload arrays if we have to.
2778 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2779 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2783 /* Leave all the attribs disabled */
2784 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2785 /* MESA does not support it right not */
2786 if (glGetError() != GL_NO_ERROR)
2788 for (i = 0; i < maxAttribs; ++i) {
2789 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2790 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2794 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2795 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2797 UINT *offset = stateblock->streamOffset;
2799 /* Default to no instancing */
2800 stateblock->wineD3DDevice->instancedDraw = FALSE;
2802 for (i = 0; i < MAX_ATTRIBS; i++) {
2804 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2807 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2808 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2809 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2810 stateblock->wineD3DDevice->instancedDraw = TRUE;
2814 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2816 if(strided->u.input[i].dwStride) {
2817 if(curVBO != strided->u.input[i].VBO) {
2818 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2819 checkGLcall("glBindBufferARB");
2820 curVBO = strided->u.input[i].VBO;
2822 GL_EXTCALL(glVertexAttribPointerARB(i,
2823 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2824 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2825 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2826 strided->u.input[i].dwStride,
2827 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2828 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2830 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2831 * set up the attribute statically. But we have to figure out the system memory address.
2833 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2834 if(strided->u.input[i].VBO) {
2835 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2836 ptr += (long) vb->resource.allocatedMemory;
2838 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2840 switch(strided->u.input[i].dwType) {
2841 case WINED3DDECLTYPE_FLOAT1:
2842 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2844 case WINED3DDECLTYPE_FLOAT2:
2845 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2847 case WINED3DDECLTYPE_FLOAT3:
2848 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2850 case WINED3DDECLTYPE_FLOAT4:
2851 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2854 case WINED3DDECLTYPE_UBYTE4:
2855 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2857 case WINED3DDECLTYPE_UBYTE4N:
2858 case WINED3DDECLTYPE_D3DCOLOR:
2859 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2862 case WINED3DDECLTYPE_SHORT2:
2863 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2865 case WINED3DDECLTYPE_SHORT4:
2866 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2869 case WINED3DDECLTYPE_SHORT2N:
2871 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2872 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2875 case WINED3DDECLTYPE_USHORT2N:
2877 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2878 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2881 case WINED3DDECLTYPE_SHORT4N:
2882 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2884 case WINED3DDECLTYPE_USHORT4N:
2885 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2888 case WINED3DDECLTYPE_UDEC3:
2889 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2890 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2892 case WINED3DDECLTYPE_DEC3N:
2893 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2894 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2897 case WINED3DDECLTYPE_FLOAT16_2:
2898 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2899 * byte float according to the IEEE standard
2901 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2903 case WINED3DDECLTYPE_FLOAT16_4:
2904 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2907 case WINED3DDECLTYPE_UNUSED:
2909 ERR("Unexpected declaration in stride 0 attributes\n");
2917 /* Used from 2 different functions, and too big to justify making it inlined */
2918 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2919 UINT *offset = stateblock->streamOffset;
2920 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2922 TRACE("Using fast vertex array code\n");
2924 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2925 stateblock->wineD3DDevice->instancedDraw = FALSE;
2927 /* Blend Data ---------------------------------------------- */
2928 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2929 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2931 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2932 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2933 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2935 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2936 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2938 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2940 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2941 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2942 sd->u.s.blendWeights.dwStride,
2943 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2945 if(curVBO != sd->u.s.blendWeights.VBO) {
2946 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2947 checkGLcall("glBindBufferARB");
2948 curVBO = sd->u.s.blendWeights.VBO;
2951 GL_EXTCALL(glWeightPointerARB)(
2952 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2953 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2954 sd->u.s.blendWeights.dwStride,
2955 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2957 checkGLcall("glWeightPointerARB");
2959 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2960 static BOOL showfixme = TRUE;
2962 FIXME("blendMatrixIndices support\n");
2966 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2967 /* FIXME("TODO\n");*/
2970 GL_EXTCALL(glVertexWeightPointerEXT)(
2971 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2972 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2973 sd->u.s.blendWeights.dwStride,
2974 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2975 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2976 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2977 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2981 /* TODO: support blends in drawStridedSlow
2982 * No need to write a FIXME here, this is done after the general vertex decl decoding
2984 WARN("unsupported blending in openGl\n");
2987 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2988 static const GLbyte one = 1;
2989 GL_EXTCALL(glWeightbvARB(1, &one));
2990 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2994 #if 0 /* FOG ----------------------------------------------*/
2995 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2997 if (GL_SUPPORT(EXT_FOG_COORD) {
2998 glEnableClientState(GL_FOG_COORDINATE_EXT);
2999 (GL_EXTCALL)(FogCoordPointerEXT)(
3000 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3001 sd->u.s.fog.dwStride,
3002 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3004 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3005 /* FIXME: fixme once */
3006 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3009 if (GL_SUPPRT(EXT_FOR_COORD) {
3010 /* make sure fog is disabled */
3011 glDisableClientState(GL_FOG_COORDINATE_EXT);
3016 #if 0 /* tangents ----------------------------------------------*/
3017 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3018 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3020 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3021 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3022 glEnable(GL_TANGENT_ARRAY_EXT);
3023 (GL_EXTCALL)(TangentPointerEXT)(
3024 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3025 sd->u.s.tangent.dwStride,
3026 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3028 glDisable(GL_TANGENT_ARRAY_EXT);
3030 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3031 glEnable(GL_BINORMAL_ARRAY_EXT);
3032 (GL_EXTCALL)(BinormalPointerEXT)(
3033 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3034 sd->u.s.binormal.dwStride,
3035 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3037 glDisable(GL_BINORMAL_ARRAY_EXT);
3041 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3042 /* FIXME: fixme once */
3043 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3046 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3047 /* make sure fog is disabled */
3048 glDisable(GL_TANGENT_ARRAY_EXT);
3049 glDisable(GL_BINORMAL_ARRAY_EXT);
3054 /* Point Size ----------------------------------------------*/
3055 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3057 /* no such functionality in the fixed function GL pipeline */
3058 TRACE("Cannot change ptSize here in openGl\n");
3059 /* TODO: Implement this function in using shaders if they are available */
3063 /* Vertex Pointers -----------------------------------------*/
3064 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3065 /* Note dwType == float3 or float4 == 2 or 3 */
3066 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3067 sd->u.s.position.dwStride,
3068 sd->u.s.position.dwType + 1,
3069 sd->u.s.position.lpData));
3071 if(curVBO != sd->u.s.position.VBO) {
3072 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3073 checkGLcall("glBindBufferARB");
3074 curVBO = sd->u.s.position.VBO;
3077 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3078 handling for rhw mode should not impact screen position whereas in GL it does.
3079 This may result in very slightly distored textures in rhw mode, but
3080 a very minimal different. There's always the other option of
3081 fixing the view matrix to prevent w from having any effect
3083 This only applies to user pointer sources, in VBOs the vertices are fixed up
3085 if(sd->u.s.position.VBO == 0) {
3086 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3087 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3088 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3091 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3092 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3093 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3095 checkGLcall("glVertexPointer(...)");
3096 glEnableClientState(GL_VERTEX_ARRAY);
3097 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3100 /* Normals -------------------------------------------------*/
3101 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3102 /* Note dwType == float3 or float4 == 2 or 3 */
3103 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3104 sd->u.s.normal.dwStride,
3105 sd->u.s.normal.lpData));
3106 if(curVBO != sd->u.s.normal.VBO) {
3107 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3108 checkGLcall("glBindBufferARB");
3109 curVBO = sd->u.s.normal.VBO;
3112 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3113 sd->u.s.normal.dwStride,
3114 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3115 checkGLcall("glNormalPointer(...)");
3116 glEnableClientState(GL_NORMAL_ARRAY);
3117 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3120 glNormal3f(0, 0, 0);
3121 checkGLcall("glNormal3f(0, 0, 0)");
3124 /* Diffuse Colour --------------------------------------------*/
3125 /* WARNING: Data here MUST be in RGBA format, so cannot */
3126 /* go directly into fast mode from app pgm, because */
3127 /* directx requires data in BGRA format. */
3128 /* currently fixupVertices swizels the format, but this isn't */
3129 /* very practical when using VBOS */
3130 /* NOTE: Unless we write a vertex shader to swizel the colour */
3131 /* , or the user doesn't care and wants the speed advantage */
3133 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3134 /* Note dwType == float3 or float4 == 2 or 3 */
3135 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3136 sd->u.s.diffuse.dwStride,
3137 sd->u.s.diffuse.lpData));
3139 if(curVBO != sd->u.s.diffuse.VBO) {
3140 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3141 checkGLcall("glBindBufferARB");
3142 curVBO = sd->u.s.diffuse.VBO;
3144 glColorPointer(4, GL_UNSIGNED_BYTE,
3145 sd->u.s.diffuse.dwStride,
3146 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3147 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3148 glEnableClientState(GL_COLOR_ARRAY);
3149 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3152 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3153 checkGLcall("glColor4f(1, 1, 1, 1)");
3156 /* Specular Colour ------------------------------------------*/
3157 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3158 TRACE("setting specular colour\n");
3159 /* Note dwType == float3 or float4 == 2 or 3 */
3160 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3161 sd->u.s.specular.dwStride,
3162 sd->u.s.specular.lpData));
3163 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3164 if(curVBO != sd->u.s.specular.VBO) {
3165 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3166 checkGLcall("glBindBufferARB");
3167 curVBO = sd->u.s.specular.VBO;
3169 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3170 sd->u.s.specular.dwStride,
3171 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3172 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3173 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3174 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3177 /* Missing specular color is not critical, no warnings */
3178 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3182 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3183 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3184 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3187 /* Missing specular color is not critical, no warnings */
3188 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3192 /* Texture coords -------------------------------------------*/
3193 loadTexCoords(stateblock, sd, &curVBO);
3196 static inline void drawPrimitiveTraceDataLocations(
3197 WineDirect3DVertexStridedData *dataLocations) {
3199 /* Dump out what parts we have supplied */
3200 TRACE("Strided Data:\n");
3201 TRACE_STRIDED((dataLocations), position);
3202 TRACE_STRIDED((dataLocations), blendWeights);
3203 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3204 TRACE_STRIDED((dataLocations), normal);
3205 TRACE_STRIDED((dataLocations), pSize);
3206 TRACE_STRIDED((dataLocations), diffuse);
3207 TRACE_STRIDED((dataLocations), specular);
3208 TRACE_STRIDED((dataLocations), texCoords[0]);
3209 TRACE_STRIDED((dataLocations), texCoords[1]);
3210 TRACE_STRIDED((dataLocations), texCoords[2]);
3211 TRACE_STRIDED((dataLocations), texCoords[3]);
3212 TRACE_STRIDED((dataLocations), texCoords[4]);
3213 TRACE_STRIDED((dataLocations), texCoords[5]);
3214 TRACE_STRIDED((dataLocations), texCoords[6]);
3215 TRACE_STRIDED((dataLocations), texCoords[7]);
3216 TRACE_STRIDED((dataLocations), position2);
3217 TRACE_STRIDED((dataLocations), normal2);
3218 TRACE_STRIDED((dataLocations), tangent);
3219 TRACE_STRIDED((dataLocations), binormal);
3220 TRACE_STRIDED((dataLocations), tessFactor);
3221 TRACE_STRIDED((dataLocations), fog);
3222 TRACE_STRIDED((dataLocations), depth);
3223 TRACE_STRIDED((dataLocations), sample);
3228 /* Helper for vertexdeclaration() */
3229 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3230 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3232 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3234 if(device->up_strided) {
3235 /* Note: this is a ddraw fixed-function code path */
3236 TRACE("================ Strided Input ===================\n");
3237 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3240 drawPrimitiveTraceDataLocations(dataLocations);
3243 /* Note: This is a fixed function or shader codepath.
3244 * This means it must handle both types of strided data.
3245 * Shaders must go through here to zero the strided data, even if they
3246 * don't set any declaration at all
3248 TRACE("================ Vertex Declaration ===================\n");
3249 memset(dataLocations, 0, sizeof(*dataLocations));
3250 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3251 useVertexShaderFunction, dataLocations, &fixup);
3254 if (dataLocations->u.s.position_transformed) {
3255 useVertexShaderFunction = FALSE;
3258 /* Unload the old arrays before loading the new ones to get old junk out */
3259 if(context->numberedArraysLoaded) {
3260 unloadNumberedArrays(stateblock);
3261 context->numberedArraysLoaded = FALSE;
3263 if(context->namedArraysLoaded) {
3264 unloadVertexData(stateblock);
3265 context->namedArraysLoaded = FALSE;
3268 if(useVertexShaderFunction) {
3269 TRACE("Loading numbered arrays\n");
3270 loadNumberedArrays(stateblock, dataLocations);
3271 device->useDrawStridedSlow = FALSE;
3272 context->numberedArraysLoaded = TRUE;
3274 (dataLocations->u.s.pSize.lpData == NULL &&
3275 dataLocations->u.s.diffuse.lpData == NULL &&
3276 dataLocations->u.s.specular.lpData == NULL)) {
3277 /* Load the vertex data using named arrays */
3278 TRACE("Loading vertex data\n");
3279 loadVertexData(stateblock, dataLocations);
3280 device->useDrawStridedSlow = FALSE;
3281 context->namedArraysLoaded = TRUE;
3283 TRACE("Not loading vertex data\n");
3284 device->useDrawStridedSlow = TRUE;
3287 /* Generate some fixme's if unsupported functionality is being used */
3288 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3289 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3290 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3291 FIXME("Tweening is only valid with vertex shaders\n");
3293 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3294 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3296 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3297 FIXME("Extended attributes are only valid with vertex shaders\n");
3299 #undef BUFFER_OR_DATA
3302 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3303 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3304 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3305 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3307 /* Some stuff is in the device until we have per context tracking */
3308 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3309 BOOL wasrhw = context->last_was_rhw;
3311 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3312 * here simply check whether a shader was set, or the user disabled shaders
3314 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3315 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3316 useVertexShaderFunction = TRUE;
3318 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3321 } else if(context->last_was_foggy_shader) {
3325 handleStreams(stateblock, useVertexShaderFunction, context);
3327 transformed = device->strided_streams.u.s.position_transformed;
3328 if (transformed) useVertexShaderFunction = FALSE;
3330 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3334 /* Reapply lighting if it is not scheduled for reapplication already */
3335 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3336 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3340 context->last_was_rhw = TRUE;
3343 /* Untransformed, so relies on the view and projection matrices */
3344 context->last_was_rhw = FALSE;
3345 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3346 device->untransformed = TRUE;
3348 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3349 * Not needed as long as only hw shaders are supported
3352 /* This sets the shader output position correction constants.
3353 * TODO: Move to the viewport state
3355 if (useVertexShaderFunction) {
3356 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3360 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3361 * off this function will be called again anyway to make sure they're properly set
3363 if(!useVertexShaderFunction) {
3364 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3365 * or transformed / untransformed was switched
3367 if(wasrhw != context->last_was_rhw &&
3368 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3369 !isStateDirty(context, STATE_VIEWPORT)) {
3370 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3372 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3375 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3376 * this check will fail and the matrix not applied again. This is OK because a simple
3377 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3378 * needs of the vertex declaration.
3380 * World and view matrix go into the same gl matrix, so only apply them when neither is
3383 if(transformed != wasrhw &&
3384 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3385 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3386 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3389 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3390 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3393 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3394 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3396 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3397 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3400 /* We compile the shader here because we need the vertex declaration
3401 * in order to determine if we need to do any swizzling for D3DCOLOR
3402 * registers. If the shader is already compiled this call will do nothing. */
3403 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3405 if(!context->last_was_vshader) {
3407 static BOOL warned = FALSE;
3408 /* Disable all clip planes to get defined results on all drivers. See comment in the
3409 * state_clipping state handler
3411 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3412 glDisable(GL_CLIP_PLANE0 + i);
3413 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3416 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3417 FIXME("Clipping not supported with vertex shaders\n");
3423 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3426 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3427 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3429 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3430 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3434 context->last_was_vshader = useVertexShaderFunction;
3437 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3439 if(!useVertexShaderFunction) {
3441 for(i = 0; i < MAX_TEXTURES; i++) {
3442 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3443 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3449 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3450 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3451 checkGLcall("glDepthRange");
3452 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3454 if(stateblock->wineD3DDevice->render_offscreen) {
3455 glViewport(stateblock->viewport.X,
3456 stateblock->viewport.Y,
3457 stateblock->viewport.Width, stateblock->viewport.Height);
3459 glViewport(stateblock->viewport.X,
3460 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3461 stateblock->viewport.Width, stateblock->viewport.Height);
3464 checkGLcall("glViewport");
3466 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3467 stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
3468 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3469 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3474 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3475 UINT Index = state - STATE_ACTIVELIGHT(0);
3476 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3479 glDisable(GL_LIGHT0 + Index);
3480 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3483 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3485 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3486 glMatrixMode(GL_MODELVIEW);
3488 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3491 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3492 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3493 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3494 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3495 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3496 checkGLcall("glLightfv");
3499 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3500 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3501 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3502 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3503 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3504 checkGLcall("glLightfv");
3507 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3508 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3509 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3510 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3511 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3512 checkGLcall("glLightfv");
3514 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3515 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3517 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3520 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3521 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3522 * Attenuation0 to NaN and crashes in the gl lib
3525 switch (lightInfo->OriginalParms.Type) {
3526 case WINED3DLIGHT_POINT:
3528 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3529 checkGLcall("glLightfv");
3530 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3531 checkGLcall("glLightf");
3532 /* Attenuation - Are these right? guessing... */
3533 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3534 checkGLcall("glLightf");
3535 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3536 checkGLcall("glLightf");
3537 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3538 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3539 checkGLcall("glLightf");
3543 case WINED3DLIGHT_SPOT:
3545 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3546 checkGLcall("glLightfv");
3548 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3549 checkGLcall("glLightfv");
3550 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3551 checkGLcall("glLightf");
3552 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3553 checkGLcall("glLightf");
3554 /* Attenuation - Are these right? guessing... */
3555 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3556 checkGLcall("glLightf");
3557 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3558 checkGLcall("glLightf");
3559 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3560 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3561 checkGLcall("glLightf");
3565 case WINED3DLIGHT_DIRECTIONAL:
3567 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3568 checkGLcall("glLightfv");
3569 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3570 checkGLcall("glLightf");
3571 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3572 checkGLcall("glLightf");
3576 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3579 /* Restore the modelview matrix */
3582 glEnable(GL_LIGHT0 + Index);
3583 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3589 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3590 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3591 RECT *pRect = &stateblock->scissorRect;
3595 GetClientRect(swapchain->win_handle, &windowRect);
3596 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3597 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3599 winHeight = windowRect.bottom - windowRect.top;
3600 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3601 pRect->right - pRect->left, pRect->bottom - pRect->top);
3603 if (stateblock->wineD3DDevice->render_offscreen) {
3604 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3606 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3608 checkGLcall("glScissor");
3611 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3612 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3613 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3614 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3616 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3617 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3622 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3623 if(stateblock->wineD3DDevice->render_offscreen) {
3624 glFrontFace(GL_CCW);
3625 checkGLcall("glFrontFace(GL_CCW)");
3628 checkGLcall("glFrontFace(GL_CW)");
3632 const struct StateEntry StateTable[] =
3634 /* State name representative, apply function */
3635 { /* 0, Undefined */ 0, state_undefined },
3636 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3637 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3638 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3639 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3640 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3641 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3642 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3643 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3644 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3645 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3646 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3647 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3648 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3649 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3650 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3651 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3652 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3653 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3654 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3655 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3656 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3657 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3658 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3659 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3660 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3661 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3662 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3663 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3664 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3665 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3666 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3667 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3668 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3669 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3670 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3671 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3672 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3673 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3674 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3675 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3676 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3677 { /* 42, undefined */ 0, state_undefined },
3678 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3679 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3680 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3681 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3682 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3683 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3684 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3685 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3686 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3687 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3688 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3689 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3690 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3691 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3692 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3693 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3694 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3695 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3696 { /* 61, Undefined */ 0, state_undefined },
3697 { /* 62, Undefined */ 0, state_undefined },
3698 { /* 63, Undefined */ 0, state_undefined },
3699 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3700 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3701 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3702 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3703 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3704 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3705 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3706 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3707 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3708 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3709 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3710 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3711 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3712 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3713 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3714 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3715 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3716 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3717 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3718 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3719 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3720 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3721 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3722 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3723 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3724 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3725 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3726 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3727 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3728 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3729 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3730 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3731 { /* 96, Undefined */ 0, state_undefined },
3732 { /* 97, Undefined */ 0, state_undefined },
3733 { /* 98, Undefined */ 0, state_undefined },
3734 { /* 99, Undefined */ 0, state_undefined },
3735 { /*100, Undefined */ 0, state_undefined },
3736 { /*101, Undefined */ 0, state_undefined },
3737 { /*102, Undefined */ 0, state_undefined },
3738 { /*103, Undefined */ 0, state_undefined },
3739 { /*104, Undefined */ 0, state_undefined },
3740 { /*105, Undefined */ 0, state_undefined },
3741 { /*106, Undefined */ 0, state_undefined },
3742 { /*107, Undefined */ 0, state_undefined },
3743 { /*108, Undefined */ 0, state_undefined },
3744 { /*109, Undefined */ 0, state_undefined },
3745 { /*110, Undefined */ 0, state_undefined },
3746 { /*111, Undefined */ 0, state_undefined },
3747 { /*112, Undefined */ 0, state_undefined },
3748 { /*113, Undefined */ 0, state_undefined },
3749 { /*114, Undefined */ 0, state_undefined },
3750 { /*115, Undefined */ 0, state_undefined },
3751 { /*116, Undefined */ 0, state_undefined },
3752 { /*117, Undefined */ 0, state_undefined },
3753 { /*118, Undefined */ 0, state_undefined },
3754 { /*119, Undefined */ 0, state_undefined },
3755 { /*120, Undefined */ 0, state_undefined },
3756 { /*121, Undefined */ 0, state_undefined },
3757 { /*122, Undefined */ 0, state_undefined },
3758 { /*123, Undefined */ 0, state_undefined },
3759 { /*124, Undefined */ 0, state_undefined },
3760 { /*125, Undefined */ 0, state_undefined },
3761 { /*126, Undefined */ 0, state_undefined },
3762 { /*127, Undefined */ 0, state_undefined },
3764 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3765 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3766 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3767 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3768 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3769 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3770 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3771 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3772 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3773 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3774 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3775 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3776 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3777 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3778 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3779 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3780 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3781 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3782 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3783 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3784 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3785 { /*149, Undefined */ 0, state_undefined },
3786 { /*150, Undefined */ 0, state_undefined },
3787 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3788 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3789 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3790 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3791 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3792 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3793 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3794 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3795 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3796 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3797 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3798 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3799 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3800 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3801 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3802 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3803 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3804 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3805 { /*169, Undefined */ 0, state_undefined },
3806 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3807 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3808 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3809 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3810 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3811 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3812 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3813 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3814 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3815 { /*177, undefined */ 0, state_undefined },
3816 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3817 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3818 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3819 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3820 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3821 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3822 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3823 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3824 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3825 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3826 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3827 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3828 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3829 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3830 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3831 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3832 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
3833 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3834 { /*196, undefined */ 0, state_undefined },
3835 { /*197, undefined */ 0, state_undefined },
3836 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3837 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3838 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3839 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3840 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3841 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3842 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3843 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3844 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3845 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3846 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3847 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3848 /* Texture stage states */
3849 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3850 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3851 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3852 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3853 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3854 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3855 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3856 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3857 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3858 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3859 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3860 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3861 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3862 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3863 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3864 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3865 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3866 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3867 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3868 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3869 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3870 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3871 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3872 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3873 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3874 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3875 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3876 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3877 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3878 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3879 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3880 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3882 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3883 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3884 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3885 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3886 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3887 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3888 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3889 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3890 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3891 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3892 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3893 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3894 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3895 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3896 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3897 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3898 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3899 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3900 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3901 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3902 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3903 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3904 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3905 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3906 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3907 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3908 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3909 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3910 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3911 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3912 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3913 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3915 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3916 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3917 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3918 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3919 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3920 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3921 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3922 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3923 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3924 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3925 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3926 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3927 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3928 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3929 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3930 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3931 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3932 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3933 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3934 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3935 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3936 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3937 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3938 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3939 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3940 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3941 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3942 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3943 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3944 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3945 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3946 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3948 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3949 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3950 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3951 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3952 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3953 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3954 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3955 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3956 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3957 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3958 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3959 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3960 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3961 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3962 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3963 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3964 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3965 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3966 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3967 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3968 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3969 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3970 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3971 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3972 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3973 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3974 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3975 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3976 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3977 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3978 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3979 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3981 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3982 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3983 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3984 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3985 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3986 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3987 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3988 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3989 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3990 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3991 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3992 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3993 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3994 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3995 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3996 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3997 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3998 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3999 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4000 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4001 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4002 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4003 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4004 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4005 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4006 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4007 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4008 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4009 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4010 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4011 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4012 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4014 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4015 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4016 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4017 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4018 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4019 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4020 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4021 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4022 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4023 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4024 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4025 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4026 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4027 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4028 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4029 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4030 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4031 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4032 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4033 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4034 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4035 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4036 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4037 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4038 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4039 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4040 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4041 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4042 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4043 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4044 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4045 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4047 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4048 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4049 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4050 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4051 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4052 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4053 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4054 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4055 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4056 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4057 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4058 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4059 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4060 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4061 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4062 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4063 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4064 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4065 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4066 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4067 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4068 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4069 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4070 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4071 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4072 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4073 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4074 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4075 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4076 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4077 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4078 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4080 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4081 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4082 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4083 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4084 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4085 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4086 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4087 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4088 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4089 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4090 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4091 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4092 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4093 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4094 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4095 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4096 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4097 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4098 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4099 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4100 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4101 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4102 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4103 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4104 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4105 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4106 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4107 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4108 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4109 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4110 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4111 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4112 /* Sampler states */
4113 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4114 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4115 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4116 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4117 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4118 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4119 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4120 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4121 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4122 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4123 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4124 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4125 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4126 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4127 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4128 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4129 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4130 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4131 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4132 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4134 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4135 /* Transform states follow */
4136 { /* 1, undefined */ 0, state_undefined },
4137 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4138 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4139 { /* 4, undefined */ 0, state_undefined },
4140 { /* 5, undefined */ 0, state_undefined },
4141 { /* 6, undefined */ 0, state_undefined },
4142 { /* 7, undefined */ 0, state_undefined },
4143 { /* 8, undefined */ 0, state_undefined },
4144 { /* 9, undefined */ 0, state_undefined },
4145 { /* 10, undefined */ 0, state_undefined },
4146 { /* 11, undefined */ 0, state_undefined },
4147 { /* 12, undefined */ 0, state_undefined },
4148 { /* 13, undefined */ 0, state_undefined },
4149 { /* 14, undefined */ 0, state_undefined },
4150 { /* 15, undefined */ 0, state_undefined },
4151 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4152 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4153 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4154 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4155 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4156 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4157 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4158 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4159 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4160 { /* 24, undefined */ 0, state_undefined },
4161 { /* 25, undefined */ 0, state_undefined },
4162 { /* 26, undefined */ 0, state_undefined },
4163 { /* 27, undefined */ 0, state_undefined },
4164 { /* 28, undefined */ 0, state_undefined },
4165 { /* 29, undefined */ 0, state_undefined },
4166 { /* 30, undefined */ 0, state_undefined },
4167 { /* 31, undefined */ 0, state_undefined },
4168 { /* 32, undefined */ 0, state_undefined },
4169 { /* 33, undefined */ 0, state_undefined },
4170 { /* 34, undefined */ 0, state_undefined },
4171 { /* 35, undefined */ 0, state_undefined },
4172 { /* 36, undefined */ 0, state_undefined },
4173 { /* 37, undefined */ 0, state_undefined },
4174 { /* 38, undefined */ 0, state_undefined },
4175 { /* 39, undefined */ 0, state_undefined },
4176 { /* 40, undefined */ 0, state_undefined },
4177 { /* 41, undefined */ 0, state_undefined },
4178 { /* 42, undefined */ 0, state_undefined },
4179 { /* 43, undefined */ 0, state_undefined },
4180 { /* 44, undefined */ 0, state_undefined },
4181 { /* 45, undefined */ 0, state_undefined },
4182 { /* 46, undefined */ 0, state_undefined },
4183 { /* 47, undefined */ 0, state_undefined },
4184 { /* 48, undefined */ 0, state_undefined },
4185 { /* 49, undefined */ 0, state_undefined },
4186 { /* 50, undefined */ 0, state_undefined },
4187 { /* 51, undefined */ 0, state_undefined },
4188 { /* 52, undefined */ 0, state_undefined },
4189 { /* 53, undefined */ 0, state_undefined },
4190 { /* 54, undefined */ 0, state_undefined },
4191 { /* 55, undefined */ 0, state_undefined },
4192 { /* 56, undefined */ 0, state_undefined },
4193 { /* 57, undefined */ 0, state_undefined },
4194 { /* 58, undefined */ 0, state_undefined },
4195 { /* 59, undefined */ 0, state_undefined },
4196 { /* 60, undefined */ 0, state_undefined },
4197 { /* 61, undefined */ 0, state_undefined },
4198 { /* 62, undefined */ 0, state_undefined },
4199 { /* 63, undefined */ 0, state_undefined },
4200 { /* 64, undefined */ 0, state_undefined },
4201 { /* 65, undefined */ 0, state_undefined },
4202 { /* 66, undefined */ 0, state_undefined },
4203 { /* 67, undefined */ 0, state_undefined },
4204 { /* 68, undefined */ 0, state_undefined },
4205 { /* 69, undefined */ 0, state_undefined },
4206 { /* 70, undefined */ 0, state_undefined },
4207 { /* 71, undefined */ 0, state_undefined },
4208 { /* 72, undefined */ 0, state_undefined },
4209 { /* 73, undefined */ 0, state_undefined },
4210 { /* 74, undefined */ 0, state_undefined },
4211 { /* 75, undefined */ 0, state_undefined },
4212 { /* 76, undefined */ 0, state_undefined },
4213 { /* 77, undefined */ 0, state_undefined },
4214 { /* 78, undefined */ 0, state_undefined },
4215 { /* 79, undefined */ 0, state_undefined },
4216 { /* 80, undefined */ 0, state_undefined },
4217 { /* 81, undefined */ 0, state_undefined },
4218 { /* 82, undefined */ 0, state_undefined },
4219 { /* 83, undefined */ 0, state_undefined },
4220 { /* 84, undefined */ 0, state_undefined },
4221 { /* 85, undefined */ 0, state_undefined },
4222 { /* 86, undefined */ 0, state_undefined },
4223 { /* 87, undefined */ 0, state_undefined },
4224 { /* 88, undefined */ 0, state_undefined },
4225 { /* 89, undefined */ 0, state_undefined },
4226 { /* 90, undefined */ 0, state_undefined },
4227 { /* 91, undefined */ 0, state_undefined },
4228 { /* 92, undefined */ 0, state_undefined },
4229 { /* 93, undefined */ 0, state_undefined },
4230 { /* 94, undefined */ 0, state_undefined },
4231 { /* 95, undefined */ 0, state_undefined },
4232 { /* 96, undefined */ 0, state_undefined },
4233 { /* 97, undefined */ 0, state_undefined },
4234 { /* 98, undefined */ 0, state_undefined },
4235 { /* 99, undefined */ 0, state_undefined },
4236 { /*100, undefined */ 0, state_undefined },
4237 { /*101, undefined */ 0, state_undefined },
4238 { /*102, undefined */ 0, state_undefined },
4239 { /*103, undefined */ 0, state_undefined },
4240 { /*104, undefined */ 0, state_undefined },
4241 { /*105, undefined */ 0, state_undefined },
4242 { /*106, undefined */ 0, state_undefined },
4243 { /*107, undefined */ 0, state_undefined },
4244 { /*108, undefined */ 0, state_undefined },
4245 { /*109, undefined */ 0, state_undefined },
4246 { /*110, undefined */ 0, state_undefined },
4247 { /*111, undefined */ 0, state_undefined },
4248 { /*112, undefined */ 0, state_undefined },
4249 { /*113, undefined */ 0, state_undefined },
4250 { /*114, undefined */ 0, state_undefined },
4251 { /*115, undefined */ 0, state_undefined },
4252 { /*116, undefined */ 0, state_undefined },
4253 { /*117, undefined */ 0, state_undefined },
4254 { /*118, undefined */ 0, state_undefined },
4255 { /*119, undefined */ 0, state_undefined },
4256 { /*120, undefined */ 0, state_undefined },
4257 { /*121, undefined */ 0, state_undefined },
4258 { /*122, undefined */ 0, state_undefined },
4259 { /*123, undefined */ 0, state_undefined },
4260 { /*124, undefined */ 0, state_undefined },
4261 { /*125, undefined */ 0, state_undefined },
4262 { /*126, undefined */ 0, state_undefined },
4263 { /*127, undefined */ 0, state_undefined },
4264 { /*128, undefined */ 0, state_undefined },
4265 { /*129, undefined */ 0, state_undefined },
4266 { /*130, undefined */ 0, state_undefined },
4267 { /*131, undefined */ 0, state_undefined },
4268 { /*132, undefined */ 0, state_undefined },
4269 { /*133, undefined */ 0, state_undefined },
4270 { /*134, undefined */ 0, state_undefined },
4271 { /*135, undefined */ 0, state_undefined },
4272 { /*136, undefined */ 0, state_undefined },
4273 { /*137, undefined */ 0, state_undefined },
4274 { /*138, undefined */ 0, state_undefined },
4275 { /*139, undefined */ 0, state_undefined },
4276 { /*140, undefined */ 0, state_undefined },
4277 { /*141, undefined */ 0, state_undefined },
4278 { /*142, undefined */ 0, state_undefined },
4279 { /*143, undefined */ 0, state_undefined },
4280 { /*144, undefined */ 0, state_undefined },
4281 { /*145, undefined */ 0, state_undefined },
4282 { /*146, undefined */ 0, state_undefined },
4283 { /*147, undefined */ 0, state_undefined },
4284 { /*148, undefined */ 0, state_undefined },
4285 { /*149, undefined */ 0, state_undefined },
4286 { /*150, undefined */ 0, state_undefined },
4287 { /*151, undefined */ 0, state_undefined },
4288 { /*152, undefined */ 0, state_undefined },
4289 { /*153, undefined */ 0, state_undefined },
4290 { /*154, undefined */ 0, state_undefined },
4291 { /*155, undefined */ 0, state_undefined },
4292 { /*156, undefined */ 0, state_undefined },
4293 { /*157, undefined */ 0, state_undefined },
4294 { /*158, undefined */ 0, state_undefined },
4295 { /*159, undefined */ 0, state_undefined },
4296 { /*160, undefined */ 0, state_undefined },
4297 { /*161, undefined */ 0, state_undefined },
4298 { /*162, undefined */ 0, state_undefined },
4299 { /*163, undefined */ 0, state_undefined },
4300 { /*164, undefined */ 0, state_undefined },
4301 { /*165, undefined */ 0, state_undefined },
4302 { /*166, undefined */ 0, state_undefined },
4303 { /*167, undefined */ 0, state_undefined },
4304 { /*168, undefined */ 0, state_undefined },
4305 { /*169, undefined */ 0, state_undefined },
4306 { /*170, undefined */ 0, state_undefined },
4307 { /*171, undefined */ 0, state_undefined },
4308 { /*172, undefined */ 0, state_undefined },
4309 { /*173, undefined */ 0, state_undefined },
4310 { /*174, undefined */ 0, state_undefined },
4311 { /*175, undefined */ 0, state_undefined },
4312 { /*176, undefined */ 0, state_undefined },
4313 { /*177, undefined */ 0, state_undefined },
4314 { /*178, undefined */ 0, state_undefined },
4315 { /*179, undefined */ 0, state_undefined },
4316 { /*180, undefined */ 0, state_undefined },
4317 { /*181, undefined */ 0, state_undefined },
4318 { /*182, undefined */ 0, state_undefined },
4319 { /*183, undefined */ 0, state_undefined },
4320 { /*184, undefined */ 0, state_undefined },
4321 { /*185, undefined */ 0, state_undefined },
4322 { /*186, undefined */ 0, state_undefined },
4323 { /*187, undefined */ 0, state_undefined },
4324 { /*188, undefined */ 0, state_undefined },
4325 { /*189, undefined */ 0, state_undefined },
4326 { /*190, undefined */ 0, state_undefined },
4327 { /*191, undefined */ 0, state_undefined },
4328 { /*192, undefined */ 0, state_undefined },
4329 { /*193, undefined */ 0, state_undefined },
4330 { /*194, undefined */ 0, state_undefined },
4331 { /*195, undefined */ 0, state_undefined },
4332 { /*196, undefined */ 0, state_undefined },
4333 { /*197, undefined */ 0, state_undefined },
4334 { /*198, undefined */ 0, state_undefined },
4335 { /*199, undefined */ 0, state_undefined },
4336 { /*200, undefined */ 0, state_undefined },
4337 { /*201, undefined */ 0, state_undefined },
4338 { /*202, undefined */ 0, state_undefined },
4339 { /*203, undefined */ 0, state_undefined },
4340 { /*204, undefined */ 0, state_undefined },
4341 { /*205, undefined */ 0, state_undefined },
4342 { /*206, undefined */ 0, state_undefined },
4343 { /*207, undefined */ 0, state_undefined },
4344 { /*208, undefined */ 0, state_undefined },
4345 { /*209, undefined */ 0, state_undefined },
4346 { /*210, undefined */ 0, state_undefined },
4347 { /*211, undefined */ 0, state_undefined },
4348 { /*212, undefined */ 0, state_undefined },
4349 { /*213, undefined */ 0, state_undefined },
4350 { /*214, undefined */ 0, state_undefined },
4351 { /*215, undefined */ 0, state_undefined },
4352 { /*216, undefined */ 0, state_undefined },
4353 { /*217, undefined */ 0, state_undefined },
4354 { /*218, undefined */ 0, state_undefined },
4355 { /*219, undefined */ 0, state_undefined },
4356 { /*220, undefined */ 0, state_undefined },
4357 { /*221, undefined */ 0, state_undefined },
4358 { /*222, undefined */ 0, state_undefined },
4359 { /*223, undefined */ 0, state_undefined },
4360 { /*224, undefined */ 0, state_undefined },
4361 { /*225, undefined */ 0, state_undefined },
4362 { /*226, undefined */ 0, state_undefined },
4363 { /*227, undefined */ 0, state_undefined },
4364 { /*228, undefined */ 0, state_undefined },
4365 { /*229, undefined */ 0, state_undefined },
4366 { /*230, undefined */ 0, state_undefined },
4367 { /*231, undefined */ 0, state_undefined },
4368 { /*232, undefined */ 0, state_undefined },
4369 { /*233, undefined */ 0, state_undefined },
4370 { /*234, undefined */ 0, state_undefined },
4371 { /*235, undefined */ 0, state_undefined },
4372 { /*236, undefined */ 0, state_undefined },
4373 { /*237, undefined */ 0, state_undefined },
4374 { /*238, undefined */ 0, state_undefined },
4375 { /*239, undefined */ 0, state_undefined },
4376 { /*240, undefined */ 0, state_undefined },
4377 { /*241, undefined */ 0, state_undefined },
4378 { /*242, undefined */ 0, state_undefined },
4379 { /*243, undefined */ 0, state_undefined },
4380 { /*244, undefined */ 0, state_undefined },
4381 { /*245, undefined */ 0, state_undefined },
4382 { /*246, undefined */ 0, state_undefined },
4383 { /*247, undefined */ 0, state_undefined },
4384 { /*248, undefined */ 0, state_undefined },
4385 { /*249, undefined */ 0, state_undefined },
4386 { /*250, undefined */ 0, state_undefined },
4387 { /*251, undefined */ 0, state_undefined },
4388 { /*252, undefined */ 0, state_undefined },
4389 { /*253, undefined */ 0, state_undefined },
4390 { /*254, undefined */ 0, state_undefined },
4391 { /*255, undefined */ 0, state_undefined },
4393 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4394 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4395 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4396 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4397 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4398 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4399 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4400 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4401 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4402 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4403 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4404 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4405 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4406 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4407 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4408 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4409 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4410 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4411 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4412 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4413 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4414 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4415 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4416 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4417 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4418 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4419 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4420 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4421 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4422 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4423 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4424 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4425 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4426 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4427 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4428 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4429 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4430 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4431 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4432 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4433 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4434 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4435 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4436 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4437 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4438 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4439 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4440 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4441 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4442 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4443 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4444 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4445 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4446 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4447 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4448 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4449 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4450 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4451 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4452 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4453 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4454 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4455 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4456 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4457 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4458 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4459 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4460 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4461 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4462 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4463 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4464 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4465 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4466 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4467 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4468 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4469 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4470 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4471 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4472 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4473 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4474 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4475 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4476 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4477 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4478 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4479 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4480 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4481 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4482 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4483 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4484 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4485 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4486 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4487 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4488 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4489 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4490 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4491 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4492 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4493 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4494 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4495 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4496 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4497 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4498 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4499 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4500 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4501 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4502 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4503 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4504 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4505 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4506 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4507 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4508 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4509 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4510 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4511 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4512 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4513 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4514 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4515 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4516 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4517 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4518 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4519 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4520 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4521 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4522 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4523 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4524 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4525 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4526 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4527 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4528 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4529 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4530 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4531 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4532 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4533 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4534 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4535 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4536 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4537 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4538 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4539 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4540 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4541 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4542 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4543 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4544 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4545 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4546 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4547 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4548 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4549 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4550 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4551 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4552 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4553 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4554 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4555 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4556 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4557 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4558 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4559 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4560 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4561 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4562 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4563 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4564 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4565 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4566 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4567 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4568 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4569 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4570 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4571 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4572 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4573 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4574 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4575 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4576 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4577 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4578 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4579 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4580 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4581 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4582 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4583 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4584 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4585 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4586 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4587 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4588 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4589 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4590 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4591 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4592 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4593 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4594 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4595 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4596 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4597 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4598 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4599 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4600 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4601 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4602 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4603 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4604 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4605 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4606 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4607 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4608 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4609 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4610 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4611 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4612 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4613 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4614 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4615 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4616 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4617 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4618 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4619 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4620 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4621 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4622 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4623 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4624 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4625 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4626 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4627 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4628 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4629 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4630 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4631 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4632 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4633 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4634 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4635 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4636 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4637 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4638 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4639 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4640 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4641 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4642 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4643 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4644 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4645 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4646 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4647 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4648 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4649 /* Various Vertex states follow */
4650 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4651 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4652 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4653 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4654 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4655 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4656 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4658 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4659 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4660 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4661 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4662 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4663 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4664 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4665 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4667 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4669 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4670 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4671 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4672 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4673 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4674 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4675 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4676 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4677 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4678 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4679 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4680 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4681 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4682 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4683 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4684 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4685 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4686 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4687 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4688 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4689 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4690 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4691 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4692 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4693 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4694 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4695 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4696 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4697 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4698 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4699 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4700 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4702 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4703 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },