crypt32: Implement CertGetStoreProperty and CertSetStoreProperty.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
38
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
42      */
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]);
46     } else {
47         /* Shouldn't have an unknown type here */
48         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
49     }
50 }
51
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.
56      */
57     WARN("undefined state %d\n", state);
58 }
59
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
62
63     switch(Value) {
64         case WINED3DFILL_POINT:
65             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67             break;
68         case WINED3DFILL_WIREFRAME:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71             break;
72         case WINED3DFILL_SOLID:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75             break;
76         default:
77             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
78     }
79 }
80
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82     BOOL transformed;
83
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
88      */
89
90     if(isStateDirty(context, STATE_VDECL)) {
91         return;
92     }
93
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;
97
98     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99         glEnable(GL_LIGHTING);
100         checkGLcall("glEnable GL_LIGHTING");
101     } else {
102         glDisable(GL_LIGHTING);
103         checkGLcall("glDisable GL_LIGHTING");
104     }
105 }
106
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");
112         return;
113     }
114
115     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116         case WINED3DZB_FALSE:
117             glDisable(GL_DEPTH_TEST);
118             checkGLcall("glDisable GL_DEPTH_TEST");
119             break;
120         case WINED3DZB_TRUE:
121             glEnable(GL_DEPTH_TEST);
122             checkGLcall("glEnable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_USEW:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             FIXME("W buffer is not well handled\n");
128             break;
129         default:
130             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
131     }
132 }
133
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135     /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
136
137     /* If we are culling "back faces with clockwise vertices" then
138        set front faces to be counter clockwise and enable culling
139        of back faces                                               */
140     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141         case WINED3DCULL_NONE:
142             glDisable(GL_CULL_FACE);
143             checkGLcall("glDisable GL_CULL_FACE");
144             break;
145         case WINED3DCULL_CW:
146             glEnable(GL_CULL_FACE);
147             checkGLcall("glEnable GL_CULL_FACE");
148             if (stateblock->wineD3DDevice->render_offscreen) {
149                 glFrontFace(GL_CW);
150                 checkGLcall("glFrontFace GL_CW");
151             } else {
152                 glFrontFace(GL_CCW);
153                 checkGLcall("glFrontFace GL_CCW");
154             }
155             glCullFace(GL_BACK);
156             break;
157         case WINED3DCULL_CCW:
158             glEnable(GL_CULL_FACE);
159             checkGLcall("glEnable GL_CULL_FACE");
160             if (stateblock->wineD3DDevice->render_offscreen) {
161                 glFrontFace(GL_CCW);
162                 checkGLcall("glFrontFace GL_CCW");
163             } else {
164                 glFrontFace(GL_CW);
165                 checkGLcall("glFrontFace GL_CW");
166             }
167             glCullFace(GL_BACK);
168             break;
169         default:
170             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
171     }
172 }
173
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176         case WINED3DSHADE_FLAT:
177             glShadeModel(GL_FLAT);
178             checkGLcall("glShadeModel(GL_FLAT)");
179             break;
180         case WINED3DSHADE_GOURAUD:
181             glShadeModel(GL_SMOOTH);
182             checkGLcall("glShadeModel(GL_SMOOTH)");
183             break;
184         case WINED3DSHADE_PHONG:
185             FIXME("WINED3DSHADE_PHONG isn't supported\n");
186             break;
187         default:
188             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
189     }
190 }
191
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194         glEnable(GL_DITHER);
195         checkGLcall("glEnable GL_DITHER");
196     } else {
197         glDisable(GL_DITHER);
198         checkGLcall("glDisable GL_DITHER");
199     }
200 }
201
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204      * this has to be merged with ZENABLE and ZFUNC
205      */
206     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207         glDepthMask(1);
208         checkGLcall("glDepthMask(1)");
209     } else {
210         glDepthMask(0);
211         checkGLcall("glDepthMask(0)");
212     }
213 }
214
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
217
218     if(glParm) {
219         glDepthFunc(glParm);
220         checkGLcall("glDepthFunc");
221     }
222 }
223
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225     float col[4];
226     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227
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");
231 }
232
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234     int srcBlend = GL_ZERO;
235     int dstBlend = GL_ZERO;
236
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]) {
241         glEnable(GL_BLEND);
242         checkGLcall("glEnable GL_BLEND");
243     } else {
244         glDisable(GL_BLEND);
245         checkGLcall("glDisable GL_BLEND");
246         /* Nothing more to do - get out */
247         return;
248     };
249
250     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
252         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
253         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
254         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
255         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
256         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
257         case WINED3DBLEND_DESTALPHA          : srcBlend = GL_DST_ALPHA;  break;
258         case WINED3DBLEND_INVDESTALPHA       : srcBlend = GL_ONE_MINUS_DST_ALPHA;  break;
259         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
260         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
261         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
262
263         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
264             dstBlend = GL_SRC_ALPHA;
265             break;
266
267         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269             break;
270
271         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
272         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
273         default:
274             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
275     }
276
277     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
279         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
280         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
281         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
282         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
283         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
284         case WINED3DBLEND_DESTALPHA          : dstBlend = GL_DST_ALPHA;  break;
285         case WINED3DBLEND_INVDESTALPHA       : dstBlend = GL_ONE_MINUS_DST_ALPHA;  break;
286         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
287         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
288         case WINED3DBLEND_SRCALPHASAT        : dstBlend = GL_SRC_ALPHA_SATURATE;  break;
289
290         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
291             srcBlend = GL_SRC_ALPHA;
292             break;
293
294         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296             break;
297
298         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
299         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
300         default:
301             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
302     }
303
304     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306         glEnable(GL_LINE_SMOOTH);
307         checkGLcall("glEnable(GL_LINE_SMOOTH)");
308         if(srcBlend != GL_SRC_ALPHA) {
309             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310             srcBlend = GL_SRC_ALPHA;
311         }
312         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
315         }
316     } else {
317         glDisable(GL_LINE_SMOOTH);
318         checkGLcall("glDisable(GL_LINE_SMOOTH)");
319     }
320
321     TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322     glBlendFunc(srcBlend, dstBlend);
323     checkGLcall("glBlendFunc");
324 }
325
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327     float col[4];
328
329     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331     glBlendColor (col[0],col[1],col[2],col[3]);
332     checkGLcall("glBlendColor");
333 }
334
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336     int glParm = 0;
337     float ref;
338     BOOL enable_ckey = FALSE;
339
340     IWineD3DSurfaceImpl *surf;
341
342     /* Find out if the texture on the first stage has a ckey set
343      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346      * in case it finds some texture+colorkeyenable combination which needs extra care.
347      */
348     if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
350
351         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352             const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355              * surface has alpha bits
356              */
357             if(fmt->alphaMask == 0x00000000) {
358                 enable_ckey = TRUE;
359             }
360         }
361     }
362
363     if(enable_ckey || context->last_was_ckey) {
364         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
365     }
366     context->last_was_ckey = enable_ckey;
367
368     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370         glEnable(GL_ALPHA_TEST);
371         checkGLcall("glEnable GL_ALPHA_TEST");
372     } else {
373         glDisable(GL_ALPHA_TEST);
374         checkGLcall("glDisable GL_ALPHA_TEST");
375         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376          * enable call
377          */
378         return;
379     }
380
381     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382         glParm = GL_NOTEQUAL;
383         ref = 0.0;
384     } else {
385         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
387     }
388     if(glParm) {
389         glAlphaFunc(glParm, ref);
390         checkGLcall("glAlphaFunc");
391     }
392 }
393
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395     DWORD enable  = 0xFFFFFFFF;
396     DWORD disable = 0x00000000;
397
398     if (use_vs(stateblock->wineD3DDevice)) {
399         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401          * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402          * of that - don't do anything here and keep them disabled
403          */
404         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405             static BOOL warned = FALSE;
406             if(!warned) {
407                 FIXME("Clipping not supported with vertex shaders\n");
408                 warned = TRUE;
409             }
410         }
411         return;
412     }
413
414     /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415      * of already set values
416      */
417
418     /* If enabling / disabling all
419      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
420      */
421     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424     } else {
425         disable = 0xffffffff;
426         enable  = 0x00;
427     }
428
429     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
430     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
431     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
432     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
433     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
434     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
435
436     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
442
443     /** update clipping status */
444     if (enable) {
445         stateblock->clip_status.ClipUnion = 0;
446         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447     } else {
448         stateblock->clip_status.ClipUnion = 0;
449         stateblock->clip_status.ClipIntersection = 0;
450     }
451 }
452
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454     int glParm = GL_FUNC_ADD;
455
456     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458         return;
459     }
460
461     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462         case WINED3DBLENDOP_ADD              : glParm = GL_FUNC_ADD;              break;
463         case WINED3DBLENDOP_SUBTRACT         : glParm = GL_FUNC_SUBTRACT;         break;
464         case WINED3DBLENDOP_REVSUBTRACT      : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465         case WINED3DBLENDOP_MIN              : glParm = GL_MIN;                   break;
466         case WINED3DBLENDOP_MAX              : glParm = GL_MAX;                   break;
467         default:
468             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
469     }
470
471     TRACE("glBlendEquation(%x)\n", glParm);
472     GL_EXTCALL(glBlendEquation(glParm));
473     checkGLcall("glBlendEquation");
474 }
475
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480      * specular color. This is wrong:
481      * Separate specular color means the specular colour is maintained separately, whereas
482      * single color means it is merged in. However in both cases they are being used to
483      * some extent.
484      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486      * running 1.4 yet!
487      *
488      *
489      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490      * Instead, we need to setup the FinalCombiner properly.
491      *
492      * The default setup for the FinalCombiner is:
493      *
494      * <variable>       <input>                             <mapping>               <usage>
495      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
497      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
498      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
499      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
500      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
501      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
502      *
503      * That's pretty much fine as it is, except for variable B, which needs to take
504      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505      * whether WINED3DRS_SPECULARENABLE is enabled or not.
506      */
507
508     TRACE("Setting specular enable state\n");
509     /* TODO: Add to the material setting functions */
510     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512         checkGLcall("glMaterialfv");
513         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514             glEnable(GL_COLOR_SUM_EXT);
515         } else {
516             TRACE("Specular colors cannot be enabled in this version of opengl\n");
517         }
518         checkGLcall("glEnable(GL_COLOR_SUM)");
519
520         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522             checkGLcall("glFinalCombinerInputNV()");
523         }
524     } else {
525         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
526
527         /* for the case of enabled lighting: */
528         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529         checkGLcall("glMaterialfv");
530
531         /* for the case of disabled lighting: */
532         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533             glDisable(GL_COLOR_SUM_EXT);
534         } else {
535             TRACE("Specular colors cannot be disabled in this version of opengl\n");
536         }
537         checkGLcall("glDisable(GL_COLOR_SUM)");
538
539         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541             checkGLcall("glFinalCombinerInputNV()");
542         }
543     }
544 }
545
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547     unsigned int i;
548
549     /* Note the texture color applies to all textures whereas
550      * GL_TEXTURE_ENV_COLOR applies to active only
551      */
552     float col[4];
553     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
554
555     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556         /* And now the default texture color as well */
557         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558             /* Note the WINED3DRS value applies to all textures, but GL has one
559              * per texture, so apply it now ready to be used!
560              */
561             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563                 checkGLcall("glActiveTextureARB");
564             } else if (i>0) {
565                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
566             }
567
568             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
570         }
571     } else {
572         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
573     }
574 }
575
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581                 checkGLcall("glStencilFuncSeparate(...)");
582                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583                 checkGLcall("glStencilOpSeparate(...)");
584         }
585             else
586 #endif
587     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590         GL_EXTCALL(glActiveStencilFaceEXT(face));
591         checkGLcall("glActiveStencilFaceEXT(...)");
592         glStencilFunc(func, ref, mask);
593         checkGLcall("glStencilFunc(...)");
594         glStencilOp(stencilFail, depthFail, stencilPass);
595         checkGLcall("glStencilOp(...)");
596     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598         checkGLcall("glStencilFuncSeparateATI(...)");
599         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600         checkGLcall("glStencilOpSeparateATI(...)");
601     } else {
602         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
603     }
604 }
605
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608     DWORD onesided_enable = FALSE;
609     DWORD twosided_enable = FALSE;
610     GLint func = GL_ALWAYS;
611     GLint func_ccw = GL_ALWAYS;
612     GLint ref = 0;
613     GLuint mask = 0;
614     GLint stencilFail = GL_KEEP;
615     GLint depthFail = GL_KEEP;
616     GLint stencilPass = GL_KEEP;
617     GLint stencilFail_ccw = GL_KEEP;
618     GLint depthFail_ccw = GL_KEEP;
619     GLint stencilPass_ccw = GL_KEEP;
620
621     /* No stencil test without a stencil buffer */
622     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623         glDisable(GL_STENCIL_TEST);
624         checkGLcall("glDisable GL_STENCIL_TEST");
625         return;
626     }
627
628     if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629         onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630     if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631         twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632     if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633         if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634             func = GL_ALWAYS;
635     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636         if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637             func = GL_ALWAYS;
638     if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639         ref = stateblock->renderState[WINED3DRS_STENCILREF];
640     if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641         mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642     if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643         stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644     if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645         depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646     if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647         stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649         stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651         depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653         stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
654
655     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658     onesided_enable, twosided_enable, ref, mask,
659     func, stencilFail, depthFail, stencilPass,
660     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
661
662     if (twosided_enable) {
663         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665     } else {
666         if (onesided_enable) {
667             glEnable(GL_STENCIL_TEST);
668             checkGLcall("glEnable GL_STENCIL_TEST");
669             glStencilFunc(func, ref, mask);
670             checkGLcall("glStencilFunc(...)");
671             glStencilOp(stencilFail, depthFail, stencilPass);
672             checkGLcall("glStencilOp(...)");
673         } else {
674             glDisable(GL_STENCIL_TEST);
675             checkGLcall("glDisable GL_STENCIL_TEST");
676         }
677     }
678 }
679
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681     if(stateblock->wineD3DDevice->stencilBufferTarget) {
682         glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683     } else {
684         glStencilMask(0);
685     }
686     checkGLcall("glStencilMask");
687 }
688
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690     /* TODO: Put this into the vertex type block once that is in the state table */
691     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694     float fogstart, fogend;
695
696     union {
697         DWORD d;
698         float f;
699     } tmpvalue;
700
701     if (!fogenable) {
702         /* No fog? Disable it, and we're done :-) */
703         glDisable(GL_FOG);
704         checkGLcall("glDisable GL_FOG");
705         if( use_ps(stateblock->wineD3DDevice)
706                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707             /* disable fog in the pixel shader
708              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709              * -1/(e-s) and e/(e-s) respectively.
710              */
711             glFogf(GL_FOG_START, 0.0f);
712             checkGLcall("glFogf(GL_FOG_START, fogstart");
713             glFogf(GL_FOG_END, 1.0f);
714             checkGLcall("glFogf(GL_FOG_END, fogend");
715         }
716         return;
717     }
718
719     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720     fogstart = tmpvalue.f;
721     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722     fogend = tmpvalue.f;
723
724     /* Fog Rules:
725      *
726      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727      * It can use the Z value of the vertex, or the alpha component of the specular color.
728      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
731      *
732      * FOGTABLEMODE != NONE:
733      *  The Z value is used, with the equation specified, no matter what vertex type.
734      *
735      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736      *  Per vertex fog is calculated using the specified fog equation and the parameters
737      *
738      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
741      *
742      *
743      * Rules for vertex fog with shaders:
744      *
745      * When mixing fixed function functionality with the programmable pipeline, D3D expects
746      * the fog computation to happen during transformation while openGL expects it to happen
747      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748      * the pixel shader while openGL always expects the pixel shader to handle the blending.
749      * To solve this problem, WineD3D does:
750      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751      * shader,
752      * and 2) disables the fog computation (in either the fixed function or programmable
753      * rasterizer) if using a vertex program.
754      *
755      *
756      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757      * without shaders).
758      */
759
760     if( is_ps3 ) {
761         if( !use_vs(stateblock->wineD3DDevice)
762                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
764         }
765     }
766
767     if (use_vs(stateblock->wineD3DDevice)
768             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771             /* Disable fog */
772             fogenable = FALSE;
773         } else {
774             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775             glFogi(GL_FOG_MODE, GL_LINEAR);
776             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777             fogstart = 1.0;
778             fogend = 0.0;
779         }
780         context->last_was_foggy_shader = TRUE;
781     }
782     else if( use_ps(stateblock->wineD3DDevice) ) {
783         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
785          */
786         WINED3DFOGMODE mode;
787         context->last_was_foggy_shader = FALSE;
788
789         /* If both fogmodes are set use the table fog mode */
790         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792         else
793             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
794
795         switch (mode) {
796             case WINED3DFOG_EXP:
797             case WINED3DFOG_EXP2:
798                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799                 /* Disable fog */
800                 fogenable = FALSE;
801                 break;
802
803             case WINED3DFOG_LINEAR:
804                 fogstart = -1.0f/(fogend-fogstart);
805                 fogend *= -fogstart;
806                 break;
807
808             case WINED3DFOG_NONE:
809                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810                 /* Disable fog */
811                 fogenable = FALSE;
812                 break;
813             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
814         }
815     }
816     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817      * the system will apply only pixel(=table) fog effects."
818      */
819     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820         glHint(GL_FOG_HINT, GL_FASTEST);
821         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822         context->last_was_foggy_shader = FALSE;
823
824         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825             /* If processed vertices are used, fall through to the NONE case */
826             case WINED3DFOG_EXP:  {
827                 if(!context->last_was_rhw) {
828                     glFogi(GL_FOG_MODE, GL_EXP);
829                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830                     if(GL_SUPPORT(EXT_FOG_COORD)) {
831                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
833                     }
834                     break;
835                 }
836             }
837             case WINED3DFOG_EXP2: {
838                 if(!context->last_was_rhw) {
839                     glFogi(GL_FOG_MODE, GL_EXP2);
840                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841                     if(GL_SUPPORT(EXT_FOG_COORD)) {
842                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
844                     }
845                     break;
846                 }
847             }
848             case WINED3DFOG_LINEAR: {
849                 if(!context->last_was_rhw) {
850                     glFogi(GL_FOG_MODE, GL_LINEAR);
851                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852                     if(GL_SUPPORT(EXT_FOG_COORD)) {
853                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
855                     }
856                     break;
857                 }
858             }
859             case WINED3DFOG_NONE: {
860                 /* Both are none? According to msdn the alpha channel of the specular
861                  * color contains a fog factor. Set it in drawStridedSlow.
862                  * Same happens with Vertexfog on transformed vertices
863                  */
864                 if(GL_SUPPORT(EXT_FOG_COORD)) {
865                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867                     glFogi(GL_FOG_MODE, GL_LINEAR);
868                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869                     fogstart = 0xff;
870                     fogend = 0x0;
871                 } else {
872                     /* Disable GL fog, handle this in software in drawStridedSlow */
873                     fogenable = FALSE;
874                 }
875                 break;
876             }
877             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
878         }
879     } else {
880         glHint(GL_FOG_HINT, GL_NICEST);
881         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882         context->last_was_foggy_shader = FALSE;
883
884         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885             case WINED3DFOG_EXP:
886                 glFogi(GL_FOG_MODE, GL_EXP);
887                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888                 if(GL_SUPPORT(EXT_FOG_COORD)) {
889                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
891                 }
892                 break;
893
894             case WINED3DFOG_EXP2:
895                 glFogi(GL_FOG_MODE, GL_EXP2);
896                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897                 if(GL_SUPPORT(EXT_FOG_COORD)) {
898                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
900                 }
901                 break;
902
903             case WINED3DFOG_LINEAR:
904                 glFogi(GL_FOG_MODE, GL_LINEAR);
905                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906                 if(GL_SUPPORT(EXT_FOG_COORD)) {
907                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
909                 }
910                 break;
911
912             case WINED3DFOG_NONE:   /* Won't happen */
913             default:
914                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
915         }
916     }
917
918     if(fogenable) {
919         glEnable(GL_FOG);
920         checkGLcall("glEnable GL_FOG");
921
922         glFogfv(GL_FOG_START, &fogstart);
923         checkGLcall("glFogf(GL_FOG_START, fogstart");
924         TRACE("Fog Start == %f\n", fogstart);
925
926         glFogfv(GL_FOG_END, &fogend);
927         checkGLcall("glFogf(GL_FOG_END, fogend");
928         TRACE("Fog End == %f\n", fogend);
929     } else {
930         glDisable(GL_FOG);
931         checkGLcall("glDisable GL_FOG");
932         if( use_ps(stateblock->wineD3DDevice) ) {
933             /* disable fog in the pixel shader
934              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935              * -1/(e-s) and e/(e-s) respectively.
936              */
937             glFogf(GL_FOG_START, 0.0f);
938             checkGLcall("glFogf(GL_FOG_START, fogstart");
939             glFogf(GL_FOG_END, 1.0f);
940             checkGLcall("glFogf(GL_FOG_END, fogend");
941         }
942     }
943
944     if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
946     }
947 }
948
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950     float col[4];
951     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952     glFogfv(GL_FOG_COLOR, &col[0]);
953     checkGLcall("glFog GL_FOG_COLOR");
954 }
955
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957     union {
958         DWORD d;
959         float f;
960     } tmpvalue;
961     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
964 }
965
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969     GLenum Parm = 0;
970     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971     BOOL isDiffuseSupplied;
972
973     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974      * The vertex declaration will call this function if the fixed function pipeline is used.
975      */
976
977     if(isStateDirty(context, STATE_VDECL)) {
978         return;
979     }
980
981     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
982
983     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
984         TRACE("diff %d, amb %d, emis %d, spec %d\n",
985               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
986               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
987               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
988               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
989
990         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992                 Parm = GL_AMBIENT_AND_DIFFUSE;
993             } else {
994                 Parm = GL_DIFFUSE;
995             }
996         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
997             Parm = GL_AMBIENT;
998         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
999             Parm = GL_EMISSION;
1000         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1001             Parm = GL_SPECULAR;
1002         }
1003     }
1004
1005     /* Nothing changed, return. */
1006     if (Parm == context->tracking_parm) return;
1007
1008     if(!Parm) {
1009         glDisable(GL_COLOR_MATERIAL);
1010         checkGLcall("glDisable GL_COLOR_MATERIAL");
1011     } else {
1012         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1013         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1014         glEnable(GL_COLOR_MATERIAL);
1015         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1016     }
1017
1018     /* Apparently calls to glMaterialfv are ignored for properties we're
1019      * tracking with glColorMaterial, so apply those here. */
1020     switch (context->tracking_parm) {
1021         case GL_AMBIENT_AND_DIFFUSE:
1022             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1023             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1024             checkGLcall("glMaterialfv");
1025             break;
1026
1027         case GL_DIFFUSE:
1028             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029             checkGLcall("glMaterialfv");
1030             break;
1031
1032         case GL_AMBIENT:
1033             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034             checkGLcall("glMaterialfv");
1035             break;
1036
1037         case GL_EMISSION:
1038             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039             checkGLcall("glMaterialfv");
1040             break;
1041
1042         case GL_SPECULAR:
1043             /* Only change material color if specular is enabled, otherwise it is set to black */
1044             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1045                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1046                 checkGLcall("glMaterialfv");
1047             } else {
1048                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1049                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1050                 checkGLcall("glMaterialfv");
1051             }
1052             break;
1053     }
1054
1055     context->tracking_parm = Parm;
1056 }
1057
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1059     union {
1060         DWORD                 d;
1061         WINED3DLINEPATTERN    lp;
1062     } tmppattern;
1063     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1064
1065     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1066
1067     if (tmppattern.lp.wRepeatFactor) {
1068         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1069         checkGLcall("glLineStipple(repeat, linepattern)");
1070         glEnable(GL_LINE_STIPPLE);
1071         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1072     } else {
1073         glDisable(GL_LINE_STIPPLE);
1074         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1075     }
1076 }
1077
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079     union {
1080         DWORD d;
1081         float f;
1082     } tmpvalue;
1083
1084     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1085         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1086         TRACE("ZBias value %f\n", tmpvalue.f);
1087         glPolygonOffset(0, -tmpvalue.f);
1088         checkGLcall("glPolygonOffset(0, -Value)");
1089         glEnable(GL_POLYGON_OFFSET_FILL);
1090         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1091         glEnable(GL_POLYGON_OFFSET_LINE);
1092         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1093         glEnable(GL_POLYGON_OFFSET_POINT);
1094         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1095     } else {
1096         glDisable(GL_POLYGON_OFFSET_FILL);
1097         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1098         glDisable(GL_POLYGON_OFFSET_LINE);
1099         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1100         glDisable(GL_POLYGON_OFFSET_POINT);
1101         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1102     }
1103 }
1104
1105
1106 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1108         glEnable(GL_NORMALIZE);
1109         checkGLcall("glEnable(GL_NORMALIZE);");
1110     } else {
1111         glDisable(GL_NORMALIZE);
1112         checkGLcall("glDisable(GL_NORMALIZE);");
1113     }
1114 }
1115
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117     union {
1118         DWORD d;
1119         float f;
1120     } tmpvalue;
1121
1122     /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1123     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1124     TRACE("Set point size to %f\n", tmpvalue.f);
1125     glPointSize(tmpvalue.f);
1126     checkGLcall("glPointSize(...);");
1127 }
1128
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1130     union {
1131         DWORD d;
1132         float f;
1133     } tmpvalue;
1134
1135     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1136     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1137         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1138         checkGLcall("glPointParameterfARB(...");
1139     }
1140     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1141         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1142         checkGLcall("glPointParameterfEXT(...);");
1143     } else if(tmpvalue.f != 1.0) {
1144         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1145     }
1146 }
1147
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1149     union {
1150         DWORD d;
1151         float f;
1152     } tmpvalue;
1153
1154     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1155     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1156         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1157         checkGLcall("glPointParameterfARB(...");
1158     }
1159     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1160         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1161         checkGLcall("glPointParameterfEXT(...);");
1162     } else if(tmpvalue.f != 64.0) {
1163         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1164     }
1165 }
1166
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168     /* TODO: Group this with the viewport */
1169     /*
1170      * POINTSCALEENABLE controls how point size value is treated. If set to
1171      * true, the point size is scaled with respect to height of viewport.
1172      * When set to false point size is in pixels.
1173      *
1174      * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1175      */
1176
1177     /* Default values */
1178     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1179
1180     /*
1181      * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1182      * This means that OpenGL will clamp really small point sizes to 1.0f.
1183      * To correct for this we need to multiply by the scale factor when sizes
1184      * are less than 1.0f. scale_factor =  1.0f / point_size.
1185      */
1186     GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187     if(pointSize > 0.0f) {
1188         GLfloat scaleFactor;
1189
1190         if(pointSize < 1.0f) {
1191             scaleFactor = pointSize * pointSize;
1192         } else {
1193             scaleFactor = 1.0f;
1194         }
1195
1196         if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1197             att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1198                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1199             att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1200                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1201             att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1202                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1203         }
1204     }
1205
1206     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1209     }
1210     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1213     } else {
1214         TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1215     }
1216 }
1217
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1220
1221     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1222         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1223         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1224         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1225         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1226     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1227                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1228                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1229                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1230     checkGLcall("glColorMask(...)");
1231
1232     /* depends on WINED3DRS_COLORWRITEENABLE. */
1233     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1234        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1235        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1236         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1237             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1238             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1239             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1240     }
1241 }
1242
1243 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1244     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1245         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1246         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1247     } else {
1248         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1250     }
1251 }
1252
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255         TRACE("Last Pixel Drawing Enabled\n");
1256     } else {
1257         static BOOL first = TRUE;
1258         if(first) {
1259             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1260             first = FALSE;
1261         } else {
1262             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1263         }
1264     }
1265 }
1266
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268     unsigned int i;
1269     int val;
1270
1271     /* TODO: NV_POINT_SPRITE */
1272     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273         TRACE("Point sprites not supported\n");
1274         return;
1275     }
1276
1277     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1278         val = GL_TRUE;
1279     } else {
1280         val = GL_FALSE;
1281     }
1282
1283     for (i = 0; i < GL_LIMITS(textures); i++) {
1284         /* Note the WINED3DRS value applies to all textures, but GL has one
1285          * per texture, so apply it now ready to be used!
1286          */
1287         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289             checkGLcall("glActiveTextureARB");
1290         } else if (i==1) {
1291             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1292             break;
1293         }
1294
1295         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1296         checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1297                          "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1298     }
1299 }
1300
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1302     /**
1303      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1304      http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1305      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1306      Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1307      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1308
1309      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1310      */
1311     TRACE("Stub\n");
1312     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1313        stateblock->renderState[WINED3DRS_WRAP1] ||
1314        stateblock->renderState[WINED3DRS_WRAP2] ||
1315        stateblock->renderState[WINED3DRS_WRAP3] ||
1316        stateblock->renderState[WINED3DRS_WRAP4] ||
1317        stateblock->renderState[WINED3DRS_WRAP5] ||
1318        stateblock->renderState[WINED3DRS_WRAP6] ||
1319        stateblock->renderState[WINED3DRS_WRAP7] ||
1320        stateblock->renderState[WINED3DRS_WRAP8] ||
1321        stateblock->renderState[WINED3DRS_WRAP9] ||
1322        stateblock->renderState[WINED3DRS_WRAP10] ||
1323        stateblock->renderState[WINED3DRS_WRAP11] ||
1324        stateblock->renderState[WINED3DRS_WRAP12] ||
1325        stateblock->renderState[WINED3DRS_WRAP13] ||
1326        stateblock->renderState[WINED3DRS_WRAP14] ||
1327        stateblock->renderState[WINED3DRS_WRAP15] ) {
1328         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1329     }
1330 }
1331
1332 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1334         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1335             glEnable(GL_MULTISAMPLE_ARB);
1336             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1337         } else {
1338             glDisable(GL_MULTISAMPLE_ARB);
1339             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1340         }
1341     } else {
1342         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343             ERR("Multisample antialiasing not supported by gl\n");
1344         }
1345     }
1346 }
1347
1348 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1350         glEnable(GL_SCISSOR_TEST);
1351         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1352     } else {
1353         glDisable(GL_SCISSOR_TEST);
1354         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1355     }
1356 }
1357
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359     union {
1360         DWORD d;
1361         float f;
1362     } tmpvalue;
1363
1364     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1365        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1366         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1367         glEnable(GL_POLYGON_OFFSET_FILL);
1368         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1369         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1370         checkGLcall("glPolygonOffset(...)");
1371     } else {
1372         glDisable(GL_POLYGON_OFFSET_FILL);
1373         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1374     }
1375 }
1376
1377 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1379         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1380         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1381     } else {
1382         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1384     }
1385 }
1386
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388     TRACE("Stub\n");
1389     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390         FIXME(" Stippled Alpha not supported yet.\n");
1391 }
1392
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394     TRACE("Stub\n");
1395     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396         FIXME(" Antialias not supported yet.\n");
1397 }
1398
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400     TRACE("Stub\n");
1401     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1403 }
1404
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406     TRACE("Stub\n");
1407     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1409 }
1410
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412     union {
1413         DWORD d;
1414         float f;
1415     } tmpvalue;
1416     tmpvalue.f = 1.0f;
1417
1418     TRACE("Stub\n");
1419     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1420     {
1421         static BOOL displayed = FALSE;
1422
1423         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1424         if(!displayed)
1425             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1426
1427         displayed = TRUE;
1428     }
1429 }
1430
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432     TRACE("Stub\n");
1433     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1435 }
1436
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438     TRACE("Stub\n");
1439     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1441 }
1442
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444     TRACE("Stub\n");
1445     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1447 }
1448
1449
1450 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1451     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1452         FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1453 }
1454
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456     TRACE("Stub\n");
1457     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458         FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1459 }
1460
1461 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1463         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1464     }
1465 }
1466
1467 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1469         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1470     }
1471 }
1472
1473 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1475         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1476     }
1477 }
1478
1479 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1480     if(stateblock->renderState[WINED3DRS_ROP2]) {
1481         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1482     }
1483 }
1484
1485 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1487         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1488     }
1489 }
1490
1491 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1493         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1494     }
1495 }
1496
1497 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1499         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1500     }
1501 }
1502
1503 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1505         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1506     }
1507 }
1508
1509 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1511         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1512     }
1513 }
1514
1515 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1517         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1518     }
1519 }
1520
1521 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1523         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1524     }
1525 }
1526
1527 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1529         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1530     }
1531 }
1532
1533 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1535         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1536     }
1537 }
1538
1539 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1541         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1542     }
1543 }
1544
1545 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1547         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1548     }
1549 }
1550
1551 /* Activates the texture dimension according to the bound D3D texture.
1552  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1553  * Requires the caller to activate the correct unit before
1554  */
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1556     BOOL bumpmap = FALSE;
1557
1558     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1559                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1560         bumpmap = TRUE;
1561         context->texShaderBumpMap |= (1 << stage);
1562     } else {
1563         context->texShaderBumpMap &= ~(1 << stage);
1564     }
1565
1566     if(stateblock->textures[stage]) {
1567         switch(stateblock->textureDimensions[stage]) {
1568             case GL_TEXTURE_2D:
1569                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1570                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1571                 } else {
1572                     glDisable(GL_TEXTURE_3D);
1573                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1574                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1575                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1576                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1577                     }
1578                     glEnable(GL_TEXTURE_2D);
1579                     checkGLcall("glEnable(GL_TEXTURE_2D)");
1580                 }
1581                 break;
1582             case GL_TEXTURE_3D:
1583                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1584                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1585                 } else {
1586                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1587                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1588                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1589                     }
1590                     glDisable(GL_TEXTURE_2D);
1591                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1592                     glEnable(GL_TEXTURE_3D);
1593                     checkGLcall("glEnable(GL_TEXTURE_3D)");
1594                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1595                 }
1596                 break;
1597             case GL_TEXTURE_CUBE_MAP_ARB:
1598                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1599                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1600                 } else {
1601                     glDisable(GL_TEXTURE_2D);
1602                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1603                     glDisable(GL_TEXTURE_3D);
1604                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1605                     glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1606                     checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1607                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1608                 }
1609               break;
1610         }
1611     } else {
1612         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1613             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1614         } else {
1615             glDisable(GL_TEXTURE_2D);
1616             checkGLcall("glDisable(GL_TEXTURE_2D)");
1617             glDisable(GL_TEXTURE_3D);
1618             checkGLcall("glDisable(GL_TEXTURE_3D)");
1619             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1620                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1621                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1622             }
1623             /* Binding textures is done by samplers. A dummy texture will be bound */
1624         }
1625     }
1626 }
1627
1628 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1630     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1631
1632     TRACE("Setting color op for stage %d\n", stage);
1633
1634     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1635         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1636         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1637         return;
1638     }
1639
1640     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1641
1642     if (mapped_stage != -1) {
1643         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1644             if (mapped_stage >= GL_LIMITS(textures)) {
1645                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1646                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1647                     FIXME("Attempt to enable unsupported stage!\n");
1648                 }
1649                 return;
1650             }
1651             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1652             checkGLcall("glActiveTextureARB");
1653         } else if (stage > 0) {
1654             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1655             return;
1656         }
1657     }
1658
1659     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1660         if(stateblock->lowest_disabled_stage > 0) {
1661             glEnable(GL_REGISTER_COMBINERS_NV);
1662             GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1663         } else {
1664             glDisable(GL_REGISTER_COMBINERS_NV);
1665         }
1666     }
1667     if(stage >= stateblock->lowest_disabled_stage) {
1668         TRACE("Stage disabled\n");
1669         if (mapped_stage != -1) {
1670             /* Disable everything here */
1671             glDisable(GL_TEXTURE_2D);
1672             checkGLcall("glDisable(GL_TEXTURE_2D)");
1673             glDisable(GL_TEXTURE_3D);
1674             checkGLcall("glDisable(GL_TEXTURE_3D)");
1675             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1676                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1677                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1678             }
1679         }
1680         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1681             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1682         }
1683         /* All done */
1684         return;
1685     }
1686
1687     /* The sampler will also activate the correct texture dimensions, so no need to do it here
1688      * if the sampler for this stage is dirty
1689      */
1690     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1691         if (mapped_stage != -1) activate_dimensions(stage, stateblock, context);
1692     }
1693
1694     /* Set the texture combiners */
1695     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1696         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1697                          stateblock->textureState[stage][WINED3DTSS_COLOROP],
1698                          stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1699                          stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1700                          stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1701                          mapped_stage);
1702
1703         /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1704          * thus the texture shader may have to be updated
1705          */
1706         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1707             BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1708                              stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1709             BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1710             if(usesBump != usedBump) {
1711                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1712                 checkGLcall("glActiveTextureARB");
1713                 activate_dimensions(stage + 1, stateblock, context);
1714                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1715                 checkGLcall("glActiveTextureARB");
1716             }
1717         }
1718     } else {
1719         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1720                     stateblock->textureState[stage][WINED3DTSS_COLOROP],
1721                     stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1722                     stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1723                     stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1724     }
1725 }
1726
1727 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1728     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1729     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1730     DWORD op, arg1, arg2, arg0;
1731
1732     TRACE("Setting alpha op for stage %d\n", stage);
1733     /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1734     if (mapped_stage != -1) {
1735         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1736             if (stage >= GL_LIMITS(textures)) {
1737                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1738                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1739                     FIXME("Attempt to enable unsupported stage!\n");
1740                 }
1741                 return;
1742             }
1743             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1744             checkGLcall("glActiveTextureARB");
1745         } else if (stage > 0) {
1746             /* We can't do anything here */
1747             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1748             return;
1749         }
1750     }
1751
1752     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1753     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1754     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1755     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1756
1757     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1758        stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1759         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1760
1761         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1762            getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1763
1764             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1765              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1766              * cannot remove the texture's alpha channel entirely.
1767              *
1768              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1769              * on color keyed surfaces.
1770              *
1771              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1772              */
1773             if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1774             if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1775             else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1776         }
1777     }
1778
1779     TRACE("Setting alpha op for stage %d\n", stage);
1780     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1781         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1782                          op, arg1, arg2, arg0,
1783                          mapped_stage);
1784     } else {
1785         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1786                     op, arg1, arg2, arg0);
1787     }
1788 }
1789
1790 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791     DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1792     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1793
1794     if (mapped_stage < 0) return;
1795
1796     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1797         if(mapped_stage >= GL_LIMITS(textures)) {
1798             return;
1799         }
1800         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1801         checkGLcall("glActiveTextureARB");
1802     } else if (mapped_stage > 0) {
1803         /* We can't do anything here */
1804         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1805         return;
1806     }
1807
1808     set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1809                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1810                         (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1811
1812 }
1813
1814 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1815     int texture_idx;
1816
1817     for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
1818         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1819         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1820     }
1821 }
1822
1823 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1824     UINT *offset = stateblock->streamOffset;
1825     unsigned int mapped_stage = 0;
1826     unsigned int textureNo = 0;
1827
1828     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1829     /* Abort if we don't support the extension. */
1830     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1831         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1832         return;
1833     }
1834
1835     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1836         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1837
1838         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1839         if (mapped_stage == -1) continue;
1840
1841         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1842             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1843                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1844
1845             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1846                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1847                 checkGLcall("glBindBufferARB");
1848                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1849             }
1850
1851             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1852             checkGLcall("glClientActiveTextureARB");
1853
1854             /* The coords to supply depend completely on the fvf / vertex shader */
1855             glTexCoordPointer(
1856                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1857                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1858                     sd->u.s.texCoords[coordIdx].dwStride,
1859                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1860             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1861         } else {
1862             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1863         }
1864     }
1865     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1866         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1867         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1868             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1869         }
1870     }
1871 }
1872
1873 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1874     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1875     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1876
1877     if (mapped_stage == -1) {
1878         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1879         return;
1880     }
1881
1882     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1883         if(mapped_stage >= GL_LIMITS(samplers)) {
1884             return;
1885         }
1886         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1887         checkGLcall("glActiveTextureARB");
1888     } else if (stage > 0) {
1889         /* We can't do anything here */
1890         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1891         return;
1892     }
1893
1894     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1895      *
1896      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1897      * one flag, you can still specify an index value, which the system uses to
1898      * determine the texture wrapping mode.
1899      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1900      * means use the vertex position (camera-space) as the input texture coordinates
1901      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1902      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1903      * to the TEXCOORDINDEX value
1904      */
1905
1906     /*
1907      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1908      */
1909     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1910     case WINED3DTSS_TCI_PASSTHRU:
1911         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1912         glDisable(GL_TEXTURE_GEN_S);
1913         glDisable(GL_TEXTURE_GEN_T);
1914         glDisable(GL_TEXTURE_GEN_R);
1915         glDisable(GL_TEXTURE_GEN_Q);
1916         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1917         break;
1918
1919     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1920         /* CameraSpacePosition means use the vertex position, transformed to camera space,
1921          * as the input texture coordinates for this stage's texture transformation. This
1922          * equates roughly to EYE_LINEAR
1923          */
1924         {
1925             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1926             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1927             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1928             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1929             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1930
1931             glMatrixMode(GL_MODELVIEW);
1932             glPushMatrix();
1933             glLoadIdentity();
1934             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1935             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1936             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1937             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1938             glPopMatrix();
1939
1940             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1941             glEnable(GL_TEXTURE_GEN_S);
1942             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1943             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1944             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1945             glEnable(GL_TEXTURE_GEN_T);
1946             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1947             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1948             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1949             glEnable(GL_TEXTURE_GEN_R);
1950             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1951             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1952             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1953         }
1954         break;
1955
1956     case WINED3DTSS_TCI_CAMERASPACENORMAL:
1957         {
1958             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1959                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1960                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1961                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1962                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1963                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1964
1965                 glMatrixMode(GL_MODELVIEW);
1966                 glPushMatrix();
1967                 glLoadIdentity();
1968                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1969                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1970                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1971                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1972                 glPopMatrix();
1973
1974                 glEnable(GL_TEXTURE_GEN_S);
1975                 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1976                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1977                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1978                 glEnable(GL_TEXTURE_GEN_T);
1979                 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1980                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1981                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1982                 glEnable(GL_TEXTURE_GEN_R);
1983                 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1984                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1985                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1986             }
1987         }
1988         break;
1989
1990     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1991         {
1992             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1993             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1994             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1995             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1996             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1997             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1998
1999             glMatrixMode(GL_MODELVIEW);
2000             glPushMatrix();
2001             glLoadIdentity();
2002             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2003             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2004             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2005             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2006             glPopMatrix();
2007
2008             glEnable(GL_TEXTURE_GEN_S);
2009             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2010             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2011             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2012             glEnable(GL_TEXTURE_GEN_T);
2013             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2014             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2015             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2016             glEnable(GL_TEXTURE_GEN_R);
2017             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2018             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2019             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2020             }
2021         }
2022         break;
2023
2024     /* Unhandled types: */
2025     default:
2026         /* Todo: */
2027         /* ? disable GL_TEXTURE_GEN_n ? */
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         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2033         break;
2034     }
2035
2036     /* Update the texture matrix */
2037     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2038         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2039     }
2040
2041     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2042         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2043          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2044          * and do all the things linked to it
2045          * TODO: Tidy that up to reload only the arrays of the changed unit
2046          */
2047         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2048
2049         unloadTexCoords(stateblock);
2050         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2051     }
2052 }
2053
2054 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2055     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2056     union {
2057         DWORD d;
2058         float f;
2059     } tmpvalue;
2060
2061     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2062     if(tmpvalue.f != 0.0) {
2063         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2064     }
2065 }
2066
2067 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2068     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2069     union {
2070         DWORD d;
2071         float f;
2072     } tmpvalue;
2073
2074     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2075     if(tmpvalue.f != 0.0) {
2076         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2077     }
2078 }
2079
2080 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2081     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2082
2083     if(stage >= GL_LIMITS(texture_stages)) {
2084         return;
2085     }
2086
2087     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2088         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2089     }
2090 }
2091
2092 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2093     DWORD sampler = state - STATE_SAMPLER(0);
2094     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2095     union {
2096         float f;
2097         DWORD d;
2098     } tmpvalue;
2099
2100     TRACE("Sampler: %d\n", sampler);
2101     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2102      * only has to bind textures and set the per texture states
2103      */
2104
2105     if (mapped_stage == -1) {
2106         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2107         return;
2108     }
2109
2110     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2111         if (mapped_stage >= GL_LIMITS(samplers)) {
2112             return;
2113         }
2114         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2115         checkGLcall("glActiveTextureARB");
2116     } else if (sampler > 0) {
2117         /* We can't do anything here */
2118         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2119         return;
2120     }
2121
2122     if(stateblock->textures[sampler]) {
2123         BOOL texIsPow2 = FALSE;
2124
2125         /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2126          * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2127          * scaling is reapplied or removed, the texture matrix has to be reapplied
2128          */
2129         if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2130             if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2131                 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2132                    ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2133                     texIsPow2 = TRUE;
2134                 }
2135             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2136                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2137                     texIsPow2 = TRUE;
2138                 }
2139             }
2140
2141             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2142                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2143                 context->lastWasPow2Texture[sampler] = texIsPow2;
2144             }
2145         }
2146
2147         IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2148         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2149
2150         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2151             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2152             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2153                       GL_TEXTURE_LOD_BIAS_EXT,
2154                       tmpvalue.f);
2155             checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2156         }
2157
2158         if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2159             ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2160             /* Using a pixel shader? Verify the sampler types */
2161
2162             /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2163              * dimensions because the shader knows from which texture type to sample from. For the sake of
2164              * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2165              * dimensions. This should make wrong sampling sources visible :-)
2166              */
2167             glEnable(stateblock->textureDimensions[sampler]);
2168             checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2169         } else if(sampler < stateblock->lowest_disabled_stage) {
2170             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2171                 activate_dimensions(sampler, stateblock, context);
2172             }
2173
2174             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2175                 /* If color keying is enabled update the alpha test, it depends on the existence
2176                  * of a color key in stage 0
2177                  */
2178                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2179             }
2180         }
2181     } else if(sampler < GL_LIMITS(texture_stages)) {
2182         if(sampler < stateblock->lowest_disabled_stage) {
2183             /* TODO: What should I do with pixel shaders here ??? */
2184             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2185                 activate_dimensions(sampler, stateblock, context);
2186             }
2187         } /* Otherwise tex_colorop disables the stage */
2188         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2189         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2190     }
2191 }
2192
2193 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2194     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2195
2196     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2197      * has an update pending
2198      */
2199     if(isStateDirty(context, STATE_VDECL) ||
2200        isStateDirty(context, STATE_PIXELSHADER)) {
2201        return;
2202     }
2203     
2204     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2205 }
2206
2207 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2208     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2209     BOOL use_pshader = use_ps(device);
2210     BOOL use_vshader = use_vs(device);
2211     BOOL update_fog = FALSE;
2212     int i;
2213
2214     if (use_pshader) {
2215         if(!context->last_was_pshader) {
2216             /* Former draw without a pixel shader, some samplers
2217              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2218              * make sure to enable them
2219              */
2220             for(i=0; i < MAX_SAMPLERS; i++) {
2221                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2222                     sampler(STATE_SAMPLER(i), stateblock, context);
2223                 }
2224             }
2225             update_fog = TRUE;
2226         } else {
2227            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2228             * if a different texture was bound. I don't have to do anything.
2229             */
2230         }
2231
2232         /* Compile and bind the shader */
2233         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2234     } else {
2235         /* Disabled the pixel shader - color ops weren't applied
2236          * while it was enabled, so re-apply them.
2237          */
2238         for(i=0; i < MAX_TEXTURES; i++) {
2239             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2240                 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2241             }
2242         }
2243         if(context->last_was_pshader)
2244             update_fog = TRUE;
2245     }
2246
2247     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2248         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2249
2250         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2251             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2252         }
2253     }
2254
2255     if(update_fog)
2256         state_fog(state, stateblock, context);
2257
2258     context->last_was_pshader = use_pshader;
2259 }
2260
2261 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2262     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2263
2264     if(stateblock->pixelShader && stage != 0 &&
2265        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2266         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2267          * anyway
2268          */
2269         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2270            !isStateDirty(context, STATE_PIXELSHADER)) {
2271             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2272         }
2273     }
2274
2275     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2276         if(stage >= GL_LIMITS(texture_stages)) {
2277             WARN("Bump env matrix of unsupported stage set\n");
2278         } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2279             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2280             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2281         }
2282         GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2283                    (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2284         checkGLcall("glTexBumpParameterfvATI");
2285     }
2286     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2287         /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2288          * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2289          * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2290          * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2291          * for stage + 1. Keep the nvrc tex unit mapping in mind too
2292          */
2293         DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2294
2295         if(mapped_stage < GL_LIMITS(textures)) {
2296             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2297             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2298
2299             glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2300                       (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2301             checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2302         }
2303     }
2304 }
2305
2306 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2307     /* This function is called by transform_view below if the view matrix was changed too
2308      *
2309      * Deliberately no check if the vertex declaration is dirty because the vdecl state
2310      * does not always update the world matrix, only on a switch between transformed
2311      * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2312      * draw, but that should be rather rare and cheaper in total.
2313      */
2314     glMatrixMode(GL_MODELVIEW);
2315     checkGLcall("glMatrixMode");
2316
2317     if(context->last_was_rhw) {
2318         glLoadIdentity();
2319         checkGLcall("glLoadIdentity()");
2320     } else {
2321         /* In the general case, the view matrix is the identity matrix */
2322         if (stateblock->wineD3DDevice->view_ident) {
2323             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2324             checkGLcall("glLoadMatrixf");
2325         } else {
2326             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2327             checkGLcall("glLoadMatrixf");
2328             glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2329             checkGLcall("glMultMatrixf");
2330         }
2331     }
2332 }
2333
2334 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2335     UINT index = state - STATE_CLIPPLANE(0);
2336
2337     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2338         return;
2339     }
2340
2341     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2342     glMatrixMode(GL_MODELVIEW);
2343     glPushMatrix();
2344     glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2345
2346     TRACE("Clipplane [%f,%f,%f,%f]\n",
2347           stateblock->clipplane[index][0],
2348           stateblock->clipplane[index][1],
2349           stateblock->clipplane[index][2],
2350           stateblock->clipplane[index][3]);
2351     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2352     checkGLcall("glClipPlane");
2353
2354     glPopMatrix();
2355 }
2356
2357 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2358     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2359     GLenum glMat;
2360     TRACE("Setting world matrix %d\n", matrix);
2361
2362     if(matrix >= GL_LIMITS(blends)) {
2363         WARN("Unsupported blend matrix set\n");
2364         return;
2365     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2366         return;
2367     }
2368
2369     /* GL_MODELVIEW0_ARB:  0x1700
2370      * GL_MODELVIEW1_ARB:  0x0x850a
2371      * GL_MODELVIEW2_ARB:  0x8722
2372      * GL_MODELVIEW3_ARB:  0x8723
2373      * etc
2374      * GL_MODELVIEW31_ARB: 0x873F
2375      */
2376     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2377     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2378
2379     glMatrixMode(glMat);
2380     checkGLcall("glMatrixMode(glMat)");
2381
2382     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2383      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2384      */
2385     if(stateblock->wineD3DDevice->view_ident) {
2386         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2387         checkGLcall("glLoadMatrixf")
2388     } else {
2389         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2390         checkGLcall("glLoadMatrixf")
2391         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2392         checkGLcall("glMultMatrixf")
2393     }
2394 }
2395
2396 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2397     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2398
2399     switch(val) {
2400         case WINED3DVBF_1WEIGHTS:
2401         case WINED3DVBF_2WEIGHTS:
2402         case WINED3DVBF_3WEIGHTS:
2403             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2404                 glEnable(GL_VERTEX_BLEND_ARB);
2405                 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2406
2407                 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2408                  * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2409                  */
2410                 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2411
2412                 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2413                     int i;
2414                     for(i = 1; i < GL_LIMITS(blends); i++) {
2415                         if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2416                             transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2417                         }
2418                     }
2419                     stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2420                 }
2421             } else {
2422                 /* TODO: Implement vertex blending in drawStridedSlow */
2423                 FIXME("Vertex blending enabled, but not supported by hardware\n");
2424             }
2425             break;
2426
2427         case WINED3DVBF_DISABLE:
2428         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2429             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2430                 glDisable(GL_VERTEX_BLEND_ARB);
2431                 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2432             } else {
2433                 TRACE("Vertex blending disabled\n");
2434             }
2435             break;
2436
2437         case WINED3DVBF_TWEENING:
2438             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2439              * vertex weights in the vertices?
2440              * For now we don't report that as supported, so a warn should suffice
2441              */
2442             WARN("Tweening not supported yet\n");
2443             break;
2444     }
2445 }
2446
2447 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2448     unsigned int k;
2449
2450     /* If we are changing the View matrix, reset the light and clipping planes to the new view
2451      * NOTE: We have to reset the positions even if the light/plane is not currently
2452      *       enabled, since the call to enable it will not reset the position.
2453      * NOTE2: Apparently texture transforms do NOT need reapplying
2454      */
2455
2456     PLIGHTINFOEL *light = NULL;
2457
2458     glMatrixMode(GL_MODELVIEW);
2459     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2460     glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2461     checkGLcall("glLoadMatrixf(...)");
2462
2463     /* Reset lights. TODO: Call light apply func */
2464     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2465         light = stateblock->activeLights[k];
2466         if(!light) continue;
2467         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2468         checkGLcall("glLightfv posn");
2469         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2470         checkGLcall("glLightfv dirn");
2471     }
2472
2473     /* Reset Clipping Planes  */
2474     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2475         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2476             clipplane(STATE_CLIPPLANE(k), stateblock, context);
2477         }
2478     }
2479
2480     if(context->last_was_rhw) {
2481         glLoadIdentity();
2482         checkGLcall("glLoadIdentity()");
2483         /* No need to update the world matrix, the identity is fine */
2484         return;
2485     }
2486
2487     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2488      * No need to do it here if the state is scheduled for update.
2489      */
2490     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2491         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2492     }
2493
2494     /* Avoid looping over a number of matrices if the app never used the functionality */
2495     if(stateblock->wineD3DDevice->vertexBlendUsed) {
2496         for(k = 1; k < GL_LIMITS(blends); k++) {
2497             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2498                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2499             }
2500         }
2501     }
2502 }
2503
2504 static const GLfloat invymat[16] = {
2505     1.0f, 0.0f, 0.0f, 0.0f,
2506     0.0f, -1.0f, 0.0f, 0.0f,
2507     0.0f, 0.0f, 1.0f, 0.0f,
2508     0.0f, 0.0f, 0.0f, 1.0f};
2509
2510 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2511     glMatrixMode(GL_PROJECTION);
2512     checkGLcall("glMatrixMode(GL_PROJECTION)");
2513     glLoadIdentity();
2514     checkGLcall("glLoadIdentity");
2515
2516     if(context->last_was_rhw) {
2517         double X, Y, height, width, minZ, maxZ;
2518
2519         X      = stateblock->viewport.X;
2520         Y      = stateblock->viewport.Y;
2521         height = stateblock->viewport.Height;
2522         width  = stateblock->viewport.Width;
2523         minZ   = stateblock->viewport.MinZ;
2524         maxZ   = stateblock->viewport.MaxZ;
2525
2526         if(!stateblock->wineD3DDevice->untransformed) {
2527             /* Transformed vertices are supposed to bypass the whole transform pipeline including
2528              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2529              * suppress depth clipping. This can be done because it is an orthogonal projection and
2530              * the Z coordinate does not affect the size of the primitives
2531              */
2532             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2533             if(stateblock->wineD3DDevice->render_offscreen) {
2534                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2535             } else {
2536                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2537             }
2538         } else {
2539             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2540              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2541              * unmodified to opengl.
2542              *
2543              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2544              * replacement shader.
2545              */
2546             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2547             if(stateblock->wineD3DDevice->render_offscreen) {
2548                 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2549             } else {
2550                 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2551             }
2552         }
2553         checkGLcall("glOrtho");
2554
2555         /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2556         glTranslatef(0.375, 0.375, 0);
2557         checkGLcall("glTranslatef(0.375, 0.375, 0)");
2558         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2559          * render everything upside down when rendering offscreen. */
2560         if (stateblock->wineD3DDevice->render_offscreen) {
2561             glMultMatrixf(invymat);
2562             checkGLcall("glMultMatrixf(invymat)");
2563         }
2564     } else {
2565         /* The rule is that the window coordinate 0 does not correspond to the
2566             beginning of the first pixel, but the center of the first pixel.
2567             As a consequence if you want to correctly draw one line exactly from
2568             the left to the right end of the viewport (with all matrices set to
2569             be identity), the x coords of both ends of the line would be not
2570             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2571             instead.                                                               */
2572         glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2573         checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2574
2575         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2576             * render everything upside down when rendering offscreen. */
2577         if (stateblock->wineD3DDevice->render_offscreen) {
2578             glMultMatrixf(invymat);
2579             checkGLcall("glMultMatrixf(invymat)");
2580         }
2581         glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2582         checkGLcall("glLoadMatrixf");
2583     }
2584 }
2585
2586 /* This should match any arrays loaded in loadVertexData.
2587  * stateblock impl is required for GL_SUPPORT
2588  * TODO: Only load / unload arrays if we have to.
2589  */
2590 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2591     glDisableClientState(GL_VERTEX_ARRAY);
2592     glDisableClientState(GL_NORMAL_ARRAY);
2593     glDisableClientState(GL_COLOR_ARRAY);
2594     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2595         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2596     }
2597     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2598         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2599     } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2600         glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2601     }
2602     unloadTexCoords(stateblock);
2603 }
2604
2605 /* This should match any arrays loaded in loadNumberedArrays
2606  * TODO: Only load / unload arrays if we have to.
2607  */
2608 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2609     /* disable any attribs (this is the same for both GLSL and ARB modes) */
2610     GLint maxAttribs;
2611     int i;
2612
2613     /* Leave all the attribs disabled */
2614     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2615     /* MESA does not support it right not */
2616     if (glGetError() != GL_NO_ERROR)
2617         maxAttribs = 16;
2618     for (i = 0; i < maxAttribs; ++i) {
2619         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2620         checkGLcall("glDisableVertexAttribArrayARB(reg);");
2621     }
2622 }
2623
2624 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2625     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2626     int i;
2627     UINT *offset = stateblock->streamOffset;
2628
2629     /* Default to no instancing */
2630     stateblock->wineD3DDevice->instancedDraw = FALSE;
2631
2632     for (i = 0; i < MAX_ATTRIBS; i++) {
2633
2634         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2635             continue;
2636
2637         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2638         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2639             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2640             stateblock->wineD3DDevice->instancedDraw = TRUE;
2641             continue;
2642         }
2643
2644         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2645
2646         if(strided->u.input[i].dwStride) {
2647             if(curVBO != strided->u.input[i].VBO) {
2648                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2649                 checkGLcall("glBindBufferARB");
2650                 curVBO = strided->u.input[i].VBO;
2651             }
2652             GL_EXTCALL(glVertexAttribPointerARB(i,
2653                             WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2654                             WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2655                             WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2656                             strided->u.input[i].dwStride,
2657                             strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2658             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2659         } else {
2660             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2661              * set up the attribute statically. But we have to figure out the system memory address.
2662              */
2663             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2664             if(strided->u.input[i].VBO) {
2665                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2666                 ptr += (long) vb->resource.allocatedMemory;
2667             }
2668             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2669
2670             switch(strided->u.input[i].dwType) {
2671                 case WINED3DDECLTYPE_FLOAT1:
2672                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2673                     break;
2674                 case WINED3DDECLTYPE_FLOAT2:
2675                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2676                     break;
2677                 case WINED3DDECLTYPE_FLOAT3:
2678                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2679                     break;
2680                 case WINED3DDECLTYPE_FLOAT4:
2681                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2682                     break;
2683
2684                 case WINED3DDECLTYPE_UBYTE4:
2685                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2686                     break;
2687                 case WINED3DDECLTYPE_UBYTE4N:
2688                 case WINED3DDECLTYPE_D3DCOLOR:
2689                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2690                     break;
2691
2692                 case WINED3DDECLTYPE_SHORT2:
2693                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2694                     break;
2695                 case WINED3DDECLTYPE_SHORT4:
2696                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2697                     break;
2698
2699                 case WINED3DDECLTYPE_SHORT2N:
2700                 {
2701                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2702                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2703                     break;
2704                 }
2705                 case WINED3DDECLTYPE_USHORT2N:
2706                 {
2707                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2708                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2709                     break;
2710                 }
2711                 case WINED3DDECLTYPE_SHORT4N:
2712                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2713                     break;
2714                 case WINED3DDECLTYPE_USHORT4N:
2715                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2716                     break;
2717
2718                 case WINED3DDECLTYPE_UDEC3:
2719                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2720                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2721                     break;
2722                 case WINED3DDECLTYPE_DEC3N:
2723                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2724                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2725                     break;
2726
2727                 case WINED3DDECLTYPE_FLOAT16_2:
2728                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2729                      * byte float according to the IEEE standard
2730                      */
2731                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2732                     break;
2733                 case WINED3DDECLTYPE_FLOAT16_4:
2734                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2735                     break;
2736
2737                 case WINED3DDECLTYPE_UNUSED:
2738                 default:
2739                     ERR("Unexpected declaration in stride 0 attributes\n");
2740                     break;
2741
2742             }
2743         }
2744     }
2745 }
2746
2747 /* Used from 2 different functions, and too big to justify making it inlined */
2748 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2749     UINT *offset = stateblock->streamOffset;
2750     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2751
2752     TRACE("Using fast vertex array code\n");
2753
2754     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2755     stateblock->wineD3DDevice->instancedDraw = FALSE;
2756
2757     /* Blend Data ---------------------------------------------- */
2758     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2759         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2760
2761         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2762             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2763                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2764
2765             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2766             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2767
2768             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2769
2770             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2771                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2772                 sd->u.s.blendWeights.dwStride,
2773                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2774
2775             if(curVBO != sd->u.s.blendWeights.VBO) {
2776                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2777                 checkGLcall("glBindBufferARB");
2778                 curVBO = sd->u.s.blendWeights.VBO;
2779             }
2780
2781             GL_EXTCALL(glWeightPointerARB)(
2782                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2783                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2784                 sd->u.s.blendWeights.dwStride,
2785                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2786
2787             checkGLcall("glWeightPointerARB");
2788
2789             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2790                 static BOOL showfixme = TRUE;
2791                 if(showfixme){
2792                     FIXME("blendMatrixIndices support\n");
2793                     showfixme = FALSE;
2794                 }
2795             }
2796         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2797             /* FIXME("TODO\n");*/
2798 #if 0
2799
2800             GL_EXTCALL(glVertexWeightPointerEXT)(
2801                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2802                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2803                 sd->u.s.blendWeights.dwStride,
2804                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2805             checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2806             glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2807             checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2808 #endif
2809
2810         } else {
2811             /* TODO: support blends in drawStridedSlow
2812              * No need to write a FIXME here, this is done after the general vertex decl decoding
2813              */
2814             WARN("unsupported blending in openGl\n");
2815         }
2816     } else {
2817         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2818             static const GLbyte one = 1;
2819             GL_EXTCALL(glWeightbvARB(1, &one));
2820             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2821         }
2822     }
2823
2824 #if 0 /* FOG  ----------------------------------------------*/
2825     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2826         /* TODO: fog*/
2827     if (GL_SUPPORT(EXT_FOG_COORD) {
2828              glEnableClientState(GL_FOG_COORDINATE_EXT);
2829             (GL_EXTCALL)(FogCoordPointerEXT)(
2830                 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2831                 sd->u.s.fog.dwStride,
2832                 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2833         } else {
2834             /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2835             /* FIXME: fixme once */
2836             TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2837         }
2838     } else {
2839         if (GL_SUPPRT(EXT_FOR_COORD) {
2840              /* make sure fog is disabled */
2841              glDisableClientState(GL_FOG_COORDINATE_EXT);
2842         }
2843     }
2844 #endif
2845
2846 #if 0 /* tangents  ----------------------------------------------*/
2847     if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2848         sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2849         /* TODO: tangents*/
2850         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2851             if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2852                 glEnable(GL_TANGENT_ARRAY_EXT);
2853                 (GL_EXTCALL)(TangentPointerEXT)(
2854                     WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2855                     sd->u.s.tangent.dwStride,
2856                     sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2857             } else {
2858                     glDisable(GL_TANGENT_ARRAY_EXT);
2859             }
2860             if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2861                     glEnable(GL_BINORMAL_ARRAY_EXT);
2862                     (GL_EXTCALL)(BinormalPointerEXT)(
2863                         WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2864                         sd->u.s.binormal.dwStride,
2865                         sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2866             } else{
2867                     glDisable(GL_BINORMAL_ARRAY_EXT);
2868             }
2869
2870         } else {
2871             /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2872             /* FIXME: fixme once */
2873             TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2874         }
2875     } else {
2876         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2877              /* make sure fog is disabled */
2878              glDisable(GL_TANGENT_ARRAY_EXT);
2879              glDisable(GL_BINORMAL_ARRAY_EXT);
2880         }
2881     }
2882 #endif
2883
2884     /* Point Size ----------------------------------------------*/
2885     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2886
2887         /* no such functionality in the fixed function GL pipeline */
2888         TRACE("Cannot change ptSize here in openGl\n");
2889         /* TODO: Implement this function in using shaders if they are available */
2890
2891     }
2892
2893     /* Vertex Pointers -----------------------------------------*/
2894     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2895         /* Note dwType == float3 or float4 == 2 or 3 */
2896         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2897                 sd->u.s.position.dwStride,
2898                 sd->u.s.position.dwType + 1,
2899                 sd->u.s.position.lpData));
2900
2901         if(curVBO != sd->u.s.position.VBO) {
2902             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2903             checkGLcall("glBindBufferARB");
2904             curVBO = sd->u.s.position.VBO;
2905         }
2906
2907         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2908            handling for rhw mode should not impact screen position whereas in GL it does.
2909            This may  result in very slightly distored textures in rhw mode, but
2910            a very minimal different. There's always the other option of
2911            fixing the view matrix to prevent w from having any effect
2912
2913            This only applies to user pointer sources, in VBOs the vertices are fixed up
2914          */
2915         if(sd->u.s.position.VBO == 0) {
2916             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2917                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2918                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2919         } else {
2920             glVertexPointer(
2921                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2922                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2923                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2924         }
2925         checkGLcall("glVertexPointer(...)");
2926         glEnableClientState(GL_VERTEX_ARRAY);
2927         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2928     }
2929
2930     /* Normals -------------------------------------------------*/
2931     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2932         /* Note dwType == float3 or float4 == 2 or 3 */
2933         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2934                 sd->u.s.normal.dwStride,
2935                 sd->u.s.normal.lpData));
2936         if(curVBO != sd->u.s.normal.VBO) {
2937             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2938             checkGLcall("glBindBufferARB");
2939             curVBO = sd->u.s.normal.VBO;
2940         }
2941         glNormalPointer(
2942             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2943             sd->u.s.normal.dwStride,
2944             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2945         checkGLcall("glNormalPointer(...)");
2946         glEnableClientState(GL_NORMAL_ARRAY);
2947         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2948
2949     } else {
2950         glNormal3f(0, 0, 1);
2951         checkGLcall("glNormal3f(0, 0, 1)");
2952     }
2953
2954     /* Diffuse Colour --------------------------------------------*/
2955     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
2956     /*     go directly into fast mode from app pgm, because       */
2957     /*     directx requires data in BGRA format.                  */
2958     /* currently fixupVertices swizels the format, but this isn't */
2959     /* very practical when using VBOS                             */
2960     /* NOTE: Unless we write a vertex shader to swizel the colour */
2961     /* , or the user doesn't care and wants the speed advantage   */
2962
2963     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2964         /* Note dwType == float3 or float4 == 2 or 3 */
2965         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2966                 sd->u.s.diffuse.dwStride,
2967                 sd->u.s.diffuse.lpData));
2968
2969         if(curVBO != sd->u.s.diffuse.VBO) {
2970             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2971             checkGLcall("glBindBufferARB");
2972             curVBO = sd->u.s.diffuse.VBO;
2973         }
2974         glColorPointer(4, GL_UNSIGNED_BYTE,
2975                        sd->u.s.diffuse.dwStride,
2976                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2977         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2978         glEnableClientState(GL_COLOR_ARRAY);
2979         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2980
2981     } else {
2982         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2983         checkGLcall("glColor4f(1, 1, 1, 1)");
2984     }
2985
2986     /* Specular Colour ------------------------------------------*/
2987     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2988         TRACE("setting specular colour\n");
2989         /* Note dwType == float3 or float4 == 2 or 3 */
2990         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2991                 sd->u.s.specular.dwStride,
2992                 sd->u.s.specular.lpData));
2993         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2994             if(curVBO != sd->u.s.specular.VBO) {
2995                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2996                 checkGLcall("glBindBufferARB");
2997                 curVBO = sd->u.s.specular.VBO;
2998             }
2999             GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3000                                                    sd->u.s.specular.dwStride,
3001                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3002             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3003             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3004             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3005         } else {
3006
3007         /* Missing specular color is not critical, no warnings */
3008         VTRACE(("Specular colour is not supported in this GL implementation\n"));
3009         }
3010
3011     } else {
3012         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3013             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3014             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3015         } else {
3016
3017             /* Missing specular color is not critical, no warnings */
3018             VTRACE(("Specular colour is not supported in this GL implementation\n"));
3019         }
3020     }
3021
3022     /* Texture coords -------------------------------------------*/
3023     loadTexCoords(stateblock, sd, &curVBO);
3024 }
3025
3026 static inline void drawPrimitiveTraceDataLocations(
3027     WineDirect3DVertexStridedData *dataLocations) {
3028
3029     /* Dump out what parts we have supplied */
3030     TRACE("Strided Data:\n");
3031     TRACE_STRIDED((dataLocations), position);
3032     TRACE_STRIDED((dataLocations), blendWeights);
3033     TRACE_STRIDED((dataLocations), blendMatrixIndices);
3034     TRACE_STRIDED((dataLocations), normal);
3035     TRACE_STRIDED((dataLocations), pSize);
3036     TRACE_STRIDED((dataLocations), diffuse);
3037     TRACE_STRIDED((dataLocations), specular);
3038     TRACE_STRIDED((dataLocations), texCoords[0]);
3039     TRACE_STRIDED((dataLocations), texCoords[1]);
3040     TRACE_STRIDED((dataLocations), texCoords[2]);
3041     TRACE_STRIDED((dataLocations), texCoords[3]);
3042     TRACE_STRIDED((dataLocations), texCoords[4]);
3043     TRACE_STRIDED((dataLocations), texCoords[5]);
3044     TRACE_STRIDED((dataLocations), texCoords[6]);
3045     TRACE_STRIDED((dataLocations), texCoords[7]);
3046     TRACE_STRIDED((dataLocations), position2);
3047     TRACE_STRIDED((dataLocations), normal2);
3048     TRACE_STRIDED((dataLocations), tangent);
3049     TRACE_STRIDED((dataLocations), binormal);
3050     TRACE_STRIDED((dataLocations), tessFactor);
3051     TRACE_STRIDED((dataLocations), fog);
3052     TRACE_STRIDED((dataLocations), depth);
3053     TRACE_STRIDED((dataLocations), sample);
3054
3055     return;
3056 }
3057
3058 /* Helper for vertexdeclaration() */
3059 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3060     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3061     BOOL fixup = FALSE;
3062     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3063
3064     if(device->up_strided) {
3065         /* Note: this is a ddraw fixed-function code path */
3066         TRACE("================ Strided Input ===================\n");
3067         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3068
3069         if(TRACE_ON(d3d)) {
3070             drawPrimitiveTraceDataLocations(dataLocations);
3071         }
3072     } else if (stateblock->vertexDecl) {
3073         /* Note: This is a fixed function or shader codepath.
3074          * This means it must handle both types of strided data.
3075          * Shaders must go through here to zero the strided data, even if they
3076          * don't set any declaration at all
3077          */
3078         TRACE("================ Vertex Declaration  ===================\n");
3079         memset(dataLocations, 0, sizeof(*dataLocations));
3080         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3081                 useVertexShaderFunction, dataLocations, &fixup);
3082     } else {
3083         /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
3084          * It is reachable through d3d8, but only for fixed-function.
3085          * It will not work properly for shaders.
3086          */
3087         TRACE("================ FVF ===================\n");
3088         memset(dataLocations, 0, sizeof(*dataLocations));
3089         primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
3090         if(TRACE_ON(d3d)) {
3091             drawPrimitiveTraceDataLocations(dataLocations);
3092         }
3093      }
3094
3095     if (dataLocations->u.s.position_transformed) {
3096         useVertexShaderFunction = FALSE;
3097     }
3098
3099     /* Unload the old arrays before loading the new ones to get old junk out */
3100     if(context->numberedArraysLoaded) {
3101         unloadNumberedArrays(stateblock);
3102         context->numberedArraysLoaded = FALSE;
3103     }
3104     if(context->namedArraysLoaded) {
3105         unloadVertexData(stateblock);
3106         context->namedArraysLoaded = FALSE;
3107     }
3108
3109     if(useVertexShaderFunction) {
3110         TRACE("Loading numbered arrays\n");
3111         loadNumberedArrays(stateblock, dataLocations);
3112         device->useDrawStridedSlow = FALSE;
3113         context->numberedArraysLoaded = TRUE;
3114     } else if (fixup ||
3115                (dataLocations->u.s.pSize.lpData == NULL &&
3116                 dataLocations->u.s.diffuse.lpData == NULL &&
3117                 dataLocations->u.s.specular.lpData == NULL)) {
3118         /* Load the vertex data using named arrays */
3119         TRACE("Loading vertex data\n");
3120         loadVertexData(stateblock, dataLocations);
3121         device->useDrawStridedSlow = FALSE;
3122         context->namedArraysLoaded = TRUE;
3123     } else {
3124         TRACE("Not loading vertex data\n");
3125         device->useDrawStridedSlow = TRUE;
3126     }
3127
3128 /* Generate some fixme's if unsupported functionality is being used */
3129 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3130     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3131     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3132         FIXME("Tweening is only valid with vertex shaders\n");
3133     }
3134     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3135         FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3136     }
3137     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3138         FIXME("Extended attributes are only valid with vertex shaders\n");
3139     }
3140 #undef BUFFER_OR_DATA
3141 }
3142
3143 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3144     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3145     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3146             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3147     BOOL transformed;
3148     /* Some stuff is in the device until we have per context tracking */
3149     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3150     BOOL wasrhw = context->last_was_rhw;
3151
3152     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3153      * here simply check whether a shader was set, or the user disabled shaders
3154      */
3155     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3156        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3157         useVertexShaderFunction = TRUE;
3158
3159         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3160             updateFog = TRUE;
3161         }
3162     } else if(context->last_was_foggy_shader) {
3163         updateFog = TRUE;
3164     }
3165
3166     handleStreams(stateblock, useVertexShaderFunction, context);
3167
3168     transformed = device->strided_streams.u.s.position_transformed;
3169     if (transformed) useVertexShaderFunction = FALSE;
3170
3171     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3172         updateFog = TRUE;
3173     }
3174
3175     /* Reapply lighting if it is not scheduled for reapplication already */
3176     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3177         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3178     }
3179
3180     if (transformed) {
3181         context->last_was_rhw = TRUE;
3182     } else {
3183
3184         /* Untransformed, so relies on the view and projection matrices */
3185         context->last_was_rhw = FALSE;
3186         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3187         device->untransformed = TRUE;
3188
3189         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3190          * Not needed as long as only hw shaders are supported
3191          */
3192
3193         /* This sets the shader output position correction constants.
3194          * TODO: Move to the viewport state
3195          */
3196         if (useVertexShaderFunction) {
3197             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3198         }
3199     }
3200
3201     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3202      * off this function will be called again anyway to make sure they're properly set
3203      */
3204     if(!useVertexShaderFunction) {
3205         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3206          * or transformed / untransformed was switched
3207          */
3208        if(wasrhw != context->last_was_rhw &&
3209           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3210           !isStateDirty(context, STATE_VIEWPORT)) {
3211             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3212         }
3213         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3214          * mode.
3215          *
3216          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3217          * this check will fail and the matrix not applied again. This is OK because a simple
3218          * world matrix change reapplies the matrix - These checks here are only to satisfy the
3219          * needs of the vertex declaration.
3220          *
3221          * World and view matrix go into the same gl matrix, so only apply them when neither is
3222          * dirty
3223          */
3224         if(transformed != wasrhw &&
3225            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3226            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3227             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3228         }
3229
3230         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3231             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3232         }
3233
3234         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3235             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3236         }
3237     } else {
3238         /* We compile the shader here because we need the vertex declaration
3239          * in order to determine if we need to do any swizzling for D3DCOLOR
3240          * registers. If the shader is already compiled this call will do nothing. */
3241         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3242
3243         if(!context->last_was_vshader) {
3244             int i;
3245             static BOOL warned = FALSE;
3246             /* Disable all clip planes to get defined results on all drivers. See comment in the
3247              * state_clipping state handler
3248              */
3249             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3250                 glDisable(GL_CLIP_PLANE0 + i);
3251                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3252             }
3253
3254             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3255                 FIXME("Clipping not supported with vertex shaders\n");
3256                 warned = TRUE;
3257             }
3258         }
3259     }
3260
3261     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3262      * application
3263      */
3264     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3265         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3266
3267         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3268             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3269         }
3270     }
3271
3272     context->last_was_vshader = useVertexShaderFunction;
3273
3274     if(updateFog) {
3275         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3276     }
3277 }
3278
3279 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3280     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3281     checkGLcall("glDepthRange");
3282     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3283      */
3284     if(stateblock->wineD3DDevice->render_offscreen) {
3285         glViewport(stateblock->viewport.X,
3286                    stateblock->viewport.Y,
3287                    stateblock->viewport.Width, stateblock->viewport.Height);
3288     } else {
3289         glViewport(stateblock->viewport.X,
3290                    (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3291                    stateblock->viewport.Width, stateblock->viewport.Height);
3292     }
3293
3294     checkGLcall("glViewport");
3295
3296     stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3297     stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3298     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3299         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3300     }
3301
3302 }
3303
3304 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3305     UINT Index = state - STATE_ACTIVELIGHT(0);
3306     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3307
3308     if(!lightInfo) {
3309         glDisable(GL_LIGHT0 + Index);
3310         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3311     } else {
3312         float quad_att;
3313         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3314
3315         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3316         glMatrixMode(GL_MODELVIEW);
3317         glPushMatrix();
3318         glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3319
3320         /* Diffuse: */
3321         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3322         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3323         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3324         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3325         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3326         checkGLcall("glLightfv");
3327
3328         /* Specular */
3329         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3330         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3331         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3332         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3333         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3334         checkGLcall("glLightfv");
3335
3336         /* Ambient */
3337         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3338         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3339         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3340         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3341         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3342         checkGLcall("glLightfv");
3343
3344         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3345             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3346         } else {
3347             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3348         }
3349
3350         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3351          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3352          * Attenuation0 to NaN and crashes in the gl lib
3353          */
3354
3355         switch (lightInfo->OriginalParms.Type) {
3356             case WINED3DLIGHT_POINT:
3357                 /* Position */
3358                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3359                 checkGLcall("glLightfv");
3360                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3361                 checkGLcall("glLightf");
3362                 /* Attenuation - Are these right? guessing... */
3363                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3364                 checkGLcall("glLightf");
3365                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3366                 checkGLcall("glLightf");
3367                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3368                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3369                 checkGLcall("glLightf");
3370                 /* FIXME: Range */
3371                 break;
3372
3373             case WINED3DLIGHT_SPOT:
3374                 /* Position */
3375                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3376                 checkGLcall("glLightfv");
3377                 /* Direction */
3378                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3379                 checkGLcall("glLightfv");
3380                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3381                 checkGLcall("glLightf");
3382                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3383                 checkGLcall("glLightf");
3384                 /* Attenuation - Are these right? guessing... */
3385                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3386                 checkGLcall("glLightf");
3387                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3388                 checkGLcall("glLightf");
3389                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3390                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3391                 checkGLcall("glLightf");
3392                 /* FIXME: Range */
3393                 break;
3394
3395             case WINED3DLIGHT_DIRECTIONAL:
3396                 /* Direction */
3397                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3398                 checkGLcall("glLightfv");
3399                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3400                 checkGLcall("glLightf");
3401                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3402                 checkGLcall("glLightf");
3403                 break;
3404
3405             default:
3406                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3407         }
3408
3409         /* Restore the modelview matrix */
3410         glPopMatrix();
3411
3412         glEnable(GL_LIGHT0 + Index);
3413         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3414     }
3415
3416     return;
3417 }
3418
3419 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3420     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3421     RECT *pRect = &stateblock->scissorRect;
3422     RECT windowRect;
3423     UINT winHeight;
3424
3425     GetClientRect(swapchain->win_handle, &windowRect);
3426     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3427      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3428      */
3429     winHeight = windowRect.bottom - windowRect.top;
3430     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3431           pRect->right - pRect->left, pRect->bottom - pRect->top);
3432     glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3433     checkGLcall("glScissor");
3434 }
3435
3436 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3437     if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3438         if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3439             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3440         } else {
3441             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3442             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3443         }
3444     }
3445 }
3446
3447 const struct StateEntry StateTable[] =
3448 {
3449       /* State name                                         representative,                                     apply function */
3450     { /* 0,  Undefined                              */      0,                                                  state_undefined     },
3451     { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3452     { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3453     { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3454     { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3455     { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
3456     { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3457     { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3458     { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3459     { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3460     { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3461     { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
3462     { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
3463     { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3464     { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3465     { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3466     { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3467     { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
3468     { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3469     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3470     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3471     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3472     { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3473     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3474     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3475     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3476     { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3477     { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3478     { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3479     { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3480     { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3481     { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
3482     { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3483     { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3484     { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3485     { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3486     { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3487     { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3488     { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3489     { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3490     { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3491     { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3492     { /* 42, undefined                              */      0,                                                  state_undefined     },
3493     { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3494     { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
3495     { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3496     { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3497     { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3498     { /* 48, WINED3DRS_RANGEFOGENABLE               */      0,                                                  state_nogl          },
3499     { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
3500     { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
3501     { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3502     { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3503     { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3504     { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3505     { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3506     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3507     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3508     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3509     { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3510     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3511     { /* 61, Undefined                              */      0,                                                  state_undefined     },
3512     { /* 62, Undefined                              */      0,                                                  state_undefined     },
3513     { /* 63, Undefined                              */      0,                                                  state_undefined     },
3514     { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3515     { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
3516     { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3517     { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3518     { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3519     { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3520     { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3521     { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3522     { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3523     { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3524     { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3525     { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3526     { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3527     { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3528     { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3529     { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3530     { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3531     { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3532     { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3533     { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3534     { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3535     { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3536     { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3537     { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3538     { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3539     { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3540     { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3541     { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3542     { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3543     { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3544     { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3545     { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3546     { /* 96, Undefined                              */      0,                                                  state_undefined     },
3547     { /* 97, Undefined                              */      0,                                                  state_undefined     },
3548     { /* 98, Undefined                              */      0,                                                  state_undefined     },
3549     { /* 99, Undefined                              */      0,                                                  state_undefined     },
3550     { /*100, Undefined                              */      0,                                                  state_undefined     },
3551     { /*101, Undefined                              */      0,                                                  state_undefined     },
3552     { /*102, Undefined                              */      0,                                                  state_undefined     },
3553     { /*103, Undefined                              */      0,                                                  state_undefined     },
3554     { /*104, Undefined                              */      0,                                                  state_undefined     },
3555     { /*105, Undefined                              */      0,                                                  state_undefined     },
3556     { /*106, Undefined                              */      0,                                                  state_undefined     },
3557     { /*107, Undefined                              */      0,                                                  state_undefined     },
3558     { /*108, Undefined                              */      0,                                                  state_undefined     },
3559     { /*109, Undefined                              */      0,                                                  state_undefined     },
3560     { /*110, Undefined                              */      0,                                                  state_undefined     },
3561     { /*111, Undefined                              */      0,                                                  state_undefined     },
3562     { /*112, Undefined                              */      0,                                                  state_undefined     },
3563     { /*113, Undefined                              */      0,                                                  state_undefined     },
3564     { /*114, Undefined                              */      0,                                                  state_undefined     },
3565     { /*115, Undefined                              */      0,                                                  state_undefined     },
3566     { /*116, Undefined                              */      0,                                                  state_undefined     },
3567     { /*117, Undefined                              */      0,                                                  state_undefined     },
3568     { /*118, Undefined                              */      0,                                                  state_undefined     },
3569     { /*119, Undefined                              */      0,                                                  state_undefined     },
3570     { /*120, Undefined                              */      0,                                                  state_undefined     },
3571     { /*121, Undefined                              */      0,                                                  state_undefined     },
3572     { /*122, Undefined                              */      0,                                                  state_undefined     },
3573     { /*123, Undefined                              */      0,                                                  state_undefined     },
3574     { /*124, Undefined                              */      0,                                                  state_undefined     },
3575     { /*125, Undefined                              */      0,                                                  state_undefined     },
3576     { /*126, Undefined                              */      0,                                                  state_undefined     },
3577     { /*127, Undefined                              */      0,                                                  state_undefined     },
3578     /* Big hole ends */
3579     { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3580     { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3581     { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3582     { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3583     { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3584     { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3585     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3586     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3587     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3588     { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
3589     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
3590     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
3591     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3592     { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3593     { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
3594     { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
3595     { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
3596     { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3597     { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3598     { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3599     { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3600     { /*149, Undefined                              */      0,                                                  state_undefined     },
3601     { /*150, Undefined                              */      0,                                                  state_undefined     },
3602     { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
3603     { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3604     { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
3605     { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSIZE),                  state_psize         },
3606     { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
3607     { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
3608     { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3609     { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3610     { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3611     { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3612     { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
3613     { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
3614     { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
3615     { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
3616     { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
3617     { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
3618     { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
3619     { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3620     { /*169, Undefined                              */      0,                                                  state_undefined     },
3621     { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
3622     { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
3623     { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
3624     { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
3625       /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
3626       /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
3627     { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
3628     { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3629     { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3630     { /*177, undefined                              */      0,                                                  state_undefined     },
3631     { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3632     { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3633     { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3634     { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3635     { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3636     { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3637     { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3638     { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3639     { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3640     { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3641     { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3642     { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3643     { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3644     { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3645     { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3646     { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
3647     { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            state_srgbwrite     },
3648     { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3649     { /*196, undefined                              */      0,                                                  state_undefined     },
3650     { /*197, undefined                              */      0,                                                  state_undefined     },
3651     { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3652     { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3653     { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3654     { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3655     { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3656     { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3657     { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3658     { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3659     { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3660     { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3661     { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3662     { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3663     /* Texture stage states */
3664     { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3665     { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3666     { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3667     { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3668     { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3669     { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3670     { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3671     { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3672     { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3673     { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3674     { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3675     { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3676     { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3677     { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3678     { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3679     { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3680     { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3681     { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3682     { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3683     { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3684     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3685     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3686     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3687     { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3688     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3689     { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3690     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3691     { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        tex_resultarg       },
3692     { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3693     { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3694     { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3695     { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3696
3697     { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3698     { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3699     { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3700     { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3701     { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3702     { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3703     { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3704     { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3705     { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3706     { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3707     { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3708     { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3709     { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3710     { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3711     { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3712     { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3713     { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3714     { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3715     { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3716     { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3717     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3718     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3719     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3720     { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3721     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3722     { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3723     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3724     { /*1, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        tex_resultarg       },
3725     { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3726     { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3727     { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3728     { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3729
3730     { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3731     { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3732     { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3733     { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3734     { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3735     { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3736     { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3737     { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3738     { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3739     { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3740     { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3741     { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3742     { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3743     { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3744     { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3745     { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3746     { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3747     { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3748     { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3749     { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3750     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3751     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3752     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3753     { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3754     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3755     { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3756     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3757     { /*2, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        tex_resultarg       },
3758     { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3759     { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3760     { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3761     { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3762
3763     { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3764     { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3765     { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3766     { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3767     { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3768     { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3769     { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3770     { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3771     { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3772     { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3773     { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3774     { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3775     { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3776     { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3777     { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3778     { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3779     { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3780     { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3781     { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3782     { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3783     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3784     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3785     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3786     { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3787     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3788     { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3789     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3790     { /*3, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        tex_resultarg       },
3791     { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3792     { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3793     { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3794     { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3795
3796     { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3797     { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3798     { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3799     { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3800     { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3801     { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3802     { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3803     { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3804     { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3805     { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3806     { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3807     { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3808     { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3809     { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3810     { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3811     { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3812     { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3813     { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3814     { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3815     { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3816     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3817     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3818     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3819     { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3820     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3821     { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3822     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3823     { /*4, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        tex_resultarg       },
3824     { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3825     { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3826     { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3827     { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3828
3829     { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3830     { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3831     { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3832     { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3833     { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3834     { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3835     { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3836     { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3837     { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3838     { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3839     { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3840     { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3841     { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3842     { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3843     { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3844     { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3845     { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3846     { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3847     { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3848     { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3849     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3850     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3851     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3852     { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3853     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3854     { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3855     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3856     { /*5, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        tex_resultarg       },
3857     { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3858     { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3859     { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3860     { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3861
3862     { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3863     { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3864     { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3865     { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3866     { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3867     { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3868     { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3869     { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3870     { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3871     { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3872     { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3873     { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3874     { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3875     { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3876     { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3877     { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3878     { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3879     { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3880     { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3881     { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3882     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3883     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3884     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3885     { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3886     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3887     { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3888     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3889     { /*6, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        tex_resultarg       },
3890     { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3891     { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3892     { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3893     { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3894
3895     { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3896     { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3897     { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3898     { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3899     { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3900     { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3901     { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3902     { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3903     { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3904     { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3905     { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3906     { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3907     { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3908     { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3909     { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3910     { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3911     { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3912     { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3913     { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3914     { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3915     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3916     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3917     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3918     { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3919     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3920     { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3921     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3922     { /*7, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        tex_resultarg       },
3923     { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3924     { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3925     { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3926     { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3927     /* Sampler states */
3928     { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
3929     { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
3930     { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
3931     { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
3932     { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
3933     { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
3934     { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
3935     { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
3936     { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
3937     { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
3938     { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
3939     { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
3940     { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
3941     { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
3942     { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
3943     { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
3944     /* Pixel shader */
3945     { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
3946       /* Transform states follow                    */
3947     { /*  1, undefined                              */      0,                                                  state_undefined     },
3948     { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
3949     { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
3950     { /*  4, undefined                              */      0,                                                  state_undefined     },
3951     { /*  5, undefined                              */      0,                                                  state_undefined     },
3952     { /*  6, undefined                              */      0,                                                  state_undefined     },
3953     { /*  7, undefined                              */      0,                                                  state_undefined     },
3954     { /*  8, undefined                              */      0,                                                  state_undefined     },
3955     { /*  9, undefined                              */      0,                                                  state_undefined     },
3956     { /* 10, undefined                              */      0,                                                  state_undefined     },
3957     { /* 11, undefined                              */      0,                                                  state_undefined     },
3958     { /* 12, undefined                              */      0,                                                  state_undefined     },
3959     { /* 13, undefined                              */      0,                                                  state_undefined     },
3960     { /* 14, undefined                              */      0,                                                  state_undefined     },
3961     { /* 15, undefined                              */      0,                                                  state_undefined     },
3962     { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3963     { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3964     { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3965     { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3966     { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3967     { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3968     { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3969     { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3970       /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3971     { /* 24, undefined                              */      0,                                                  state_undefined     },
3972     { /* 25, undefined                              */      0,                                                  state_undefined     },
3973     { /* 26, undefined                              */      0,                                                  state_undefined     },
3974     { /* 27, undefined                              */      0,                                                  state_undefined     },
3975     { /* 28, undefined                              */      0,                                                  state_undefined     },
3976     { /* 29, undefined                              */      0,                                                  state_undefined     },
3977     { /* 30, undefined                              */      0,                                                  state_undefined     },
3978     { /* 31, undefined                              */      0,                                                  state_undefined     },
3979     { /* 32, undefined                              */      0,                                                  state_undefined     },
3980     { /* 33, undefined                              */      0,                                                  state_undefined     },
3981     { /* 34, undefined                              */      0,                                                  state_undefined     },
3982     { /* 35, undefined                              */      0,                                                  state_undefined     },
3983     { /* 36, undefined                              */      0,                                                  state_undefined     },
3984     { /* 37, undefined                              */      0,                                                  state_undefined     },
3985     { /* 38, undefined                              */      0,                                                  state_undefined     },
3986     { /* 39, undefined                              */      0,                                                  state_undefined     },
3987     { /* 40, undefined                              */      0,                                                  state_undefined     },
3988     { /* 41, undefined                              */      0,                                                  state_undefined     },
3989     { /* 42, undefined                              */      0,                                                  state_undefined     },
3990     { /* 43, undefined                              */      0,                                                  state_undefined     },
3991     { /* 44, undefined                              */      0,                                                  state_undefined     },
3992     { /* 45, undefined                              */      0,                                                  state_undefined     },
3993     { /* 46, undefined                              */      0,                                                  state_undefined     },
3994     { /* 47, undefined                              */      0,                                                  state_undefined     },
3995     { /* 48, undefined                              */      0,                                                  state_undefined     },
3996     { /* 49, undefined                              */      0,                                                  state_undefined     },
3997     { /* 50, undefined                              */      0,                                                  state_undefined     },
3998     { /* 51, undefined                              */      0,                                                  state_undefined     },
3999     { /* 52, undefined                              */      0,                                                  state_undefined     },
4000     { /* 53, undefined                              */      0,                                                  state_undefined     },
4001     { /* 54, undefined                              */      0,                                                  state_undefined     },
4002     { /* 55, undefined                              */      0,                                                  state_undefined     },
4003     { /* 56, undefined                              */      0,                                                  state_undefined     },
4004     { /* 57, undefined                              */      0,                                                  state_undefined     },
4005     { /* 58, undefined                              */      0,                                                  state_undefined     },
4006     { /* 59, undefined                              */      0,                                                  state_undefined     },
4007     { /* 60, undefined                              */      0,                                                  state_undefined     },
4008     { /* 61, undefined                              */      0,                                                  state_undefined     },
4009     { /* 62, undefined                              */      0,                                                  state_undefined     },
4010     { /* 63, undefined                              */      0,                                                  state_undefined     },
4011     { /* 64, undefined                              */      0,                                                  state_undefined     },
4012     { /* 65, undefined                              */      0,                                                  state_undefined     },
4013     { /* 66, undefined                              */      0,                                                  state_undefined     },
4014     { /* 67, undefined                              */      0,                                                  state_undefined     },
4015     { /* 68, undefined                              */      0,                                                  state_undefined     },
4016     { /* 69, undefined                              */      0,                                                  state_undefined     },
4017     { /* 70, undefined                              */      0,                                                  state_undefined     },
4018     { /* 71, undefined                              */      0,                                                  state_undefined     },
4019     { /* 72, undefined                              */      0,                                                  state_undefined     },
4020     { /* 73, undefined                              */      0,                                                  state_undefined     },
4021     { /* 74, undefined                              */      0,                                                  state_undefined     },
4022     { /* 75, undefined                              */      0,                                                  state_undefined     },
4023     { /* 76, undefined                              */      0,                                                  state_undefined     },
4024     { /* 77, undefined                              */      0,                                                  state_undefined     },
4025     { /* 78, undefined                              */      0,                                                  state_undefined     },
4026     { /* 79, undefined                              */      0,                                                  state_undefined     },
4027     { /* 80, undefined                              */      0,                                                  state_undefined     },
4028     { /* 81, undefined                              */      0,                                                  state_undefined     },
4029     { /* 82, undefined                              */      0,                                                  state_undefined     },
4030     { /* 83, undefined                              */      0,                                                  state_undefined     },
4031     { /* 84, undefined                              */      0,                                                  state_undefined     },
4032     { /* 85, undefined                              */      0,                                                  state_undefined     },
4033     { /* 86, undefined                              */      0,                                                  state_undefined     },
4034     { /* 87, undefined                              */      0,                                                  state_undefined     },
4035     { /* 88, undefined                              */      0,                                                  state_undefined     },
4036     { /* 89, undefined                              */      0,                                                  state_undefined     },
4037     { /* 90, undefined                              */      0,                                                  state_undefined     },
4038     { /* 91, undefined                              */      0,                                                  state_undefined     },
4039     { /* 92, undefined                              */      0,                                                  state_undefined     },
4040     { /* 93, undefined                              */      0,                                                  state_undefined     },
4041     { /* 94, undefined                              */      0,                                                  state_undefined     },
4042     { /* 95, undefined                              */      0,                                                  state_undefined     },
4043     { /* 96, undefined                              */      0,                                                  state_undefined     },
4044     { /* 97, undefined                              */      0,                                                  state_undefined     },
4045     { /* 98, undefined                              */      0,                                                  state_undefined     },
4046     { /* 99, undefined                              */      0,                                                  state_undefined     },
4047     { /*100, undefined                              */      0,                                                  state_undefined     },
4048     { /*101, undefined                              */      0,                                                  state_undefined     },
4049     { /*102, undefined                              */      0,                                                  state_undefined     },
4050     { /*103, undefined                              */      0,                                                  state_undefined     },
4051     { /*104, undefined                              */      0,                                                  state_undefined     },
4052     { /*105, undefined                              */      0,                                                  state_undefined     },
4053     { /*106, undefined                              */      0,                                                  state_undefined     },
4054     { /*107, undefined                              */      0,                                                  state_undefined     },
4055     { /*108, undefined                              */      0,                                                  state_undefined     },
4056     { /*109, undefined                              */      0,                                                  state_undefined     },
4057     { /*110, undefined                              */      0,                                                  state_undefined     },
4058     { /*111, undefined                              */      0,                                                  state_undefined     },
4059     { /*112, undefined                              */      0,                                                  state_undefined     },
4060     { /*113, undefined                              */      0,                                                  state_undefined     },
4061     { /*114, undefined                              */      0,                                                  state_undefined     },
4062     { /*115, undefined                              */      0,                                                  state_undefined     },
4063     { /*116, undefined                              */      0,                                                  state_undefined     },
4064     { /*117, undefined                              */      0,                                                  state_undefined     },
4065     { /*118, undefined                              */      0,                                                  state_undefined     },
4066     { /*119, undefined                              */      0,                                                  state_undefined     },
4067     { /*120, undefined                              */      0,                                                  state_undefined     },
4068     { /*121, undefined                              */      0,                                                  state_undefined     },
4069     { /*122, undefined                              */      0,                                                  state_undefined     },
4070     { /*123, undefined                              */      0,                                                  state_undefined     },
4071     { /*124, undefined                              */      0,                                                  state_undefined     },
4072     { /*125, undefined                              */      0,                                                  state_undefined     },
4073     { /*126, undefined                              */      0,                                                  state_undefined     },
4074     { /*127, undefined                              */      0,                                                  state_undefined     },
4075     { /*128, undefined                              */      0,                                                  state_undefined     },
4076     { /*129, undefined                              */      0,                                                  state_undefined     },
4077     { /*130, undefined                              */      0,                                                  state_undefined     },
4078     { /*131, undefined                              */      0,                                                  state_undefined     },
4079     { /*132, undefined                              */      0,                                                  state_undefined     },
4080     { /*133, undefined                              */      0,                                                  state_undefined     },
4081     { /*134, undefined                              */      0,                                                  state_undefined     },
4082     { /*135, undefined                              */      0,                                                  state_undefined     },
4083     { /*136, undefined                              */      0,                                                  state_undefined     },
4084     { /*137, undefined                              */      0,                                                  state_undefined     },
4085     { /*138, undefined                              */      0,                                                  state_undefined     },
4086     { /*139, undefined                              */      0,                                                  state_undefined     },
4087     { /*140, undefined                              */      0,                                                  state_undefined     },
4088     { /*141, undefined                              */      0,                                                  state_undefined     },
4089     { /*142, undefined                              */      0,                                                  state_undefined     },
4090     { /*143, undefined                              */      0,                                                  state_undefined     },
4091     { /*144, undefined                              */      0,                                                  state_undefined     },
4092     { /*145, undefined                              */      0,                                                  state_undefined     },
4093     { /*146, undefined                              */      0,                                                  state_undefined     },
4094     { /*147, undefined                              */      0,                                                  state_undefined     },
4095     { /*148, undefined                              */      0,                                                  state_undefined     },
4096     { /*149, undefined                              */      0,                                                  state_undefined     },
4097     { /*150, undefined                              */      0,                                                  state_undefined     },
4098     { /*151, undefined                              */      0,                                                  state_undefined     },
4099     { /*152, undefined                              */      0,                                                  state_undefined     },
4100     { /*153, undefined                              */      0,                                                  state_undefined     },
4101     { /*154, undefined                              */      0,                                                  state_undefined     },
4102     { /*155, undefined                              */      0,                                                  state_undefined     },
4103     { /*156, undefined                              */      0,                                                  state_undefined     },
4104     { /*157, undefined                              */      0,                                                  state_undefined     },
4105     { /*158, undefined                              */      0,                                                  state_undefined     },
4106     { /*159, undefined                              */      0,                                                  state_undefined     },
4107     { /*160, undefined                              */      0,                                                  state_undefined     },
4108     { /*161, undefined                              */      0,                                                  state_undefined     },
4109     { /*162, undefined                              */      0,                                                  state_undefined     },
4110     { /*163, undefined                              */      0,                                                  state_undefined     },
4111     { /*164, undefined                              */      0,                                                  state_undefined     },
4112     { /*165, undefined                              */      0,                                                  state_undefined     },
4113     { /*166, undefined                              */      0,                                                  state_undefined     },
4114     { /*167, undefined                              */      0,                                                  state_undefined     },
4115     { /*168, undefined                              */      0,                                                  state_undefined     },
4116     { /*169, undefined                              */      0,                                                  state_undefined     },
4117     { /*170, undefined                              */      0,                                                  state_undefined     },
4118     { /*171, undefined                              */      0,                                                  state_undefined     },
4119     { /*172, undefined                              */      0,                                                  state_undefined     },
4120     { /*173, undefined                              */      0,                                                  state_undefined     },
4121     { /*174, undefined                              */      0,                                                  state_undefined     },
4122     { /*175, undefined                              */      0,                                                  state_undefined     },
4123     { /*176, undefined                              */      0,                                                  state_undefined     },
4124     { /*177, undefined                              */      0,                                                  state_undefined     },
4125     { /*178, undefined                              */      0,                                                  state_undefined     },
4126     { /*179, undefined                              */      0,                                                  state_undefined     },
4127     { /*180, undefined                              */      0,                                                  state_undefined     },
4128     { /*181, undefined                              */      0,                                                  state_undefined     },
4129     { /*182, undefined                              */      0,                                                  state_undefined     },
4130     { /*183, undefined                              */      0,                                                  state_undefined     },
4131     { /*184, undefined                              */      0,                                                  state_undefined     },
4132     { /*185, undefined                              */      0,                                                  state_undefined     },
4133     { /*186, undefined                              */      0,                                                  state_undefined     },
4134     { /*187, undefined                              */      0,                                                  state_undefined     },
4135     { /*188, undefined                              */      0,                                                  state_undefined     },
4136     { /*189, undefined                              */      0,                                                  state_undefined     },
4137     { /*190, undefined                              */      0,                                                  state_undefined     },
4138     { /*191, undefined                              */      0,                                                  state_undefined     },
4139     { /*192, undefined                              */      0,                                                  state_undefined     },
4140     { /*193, undefined                              */      0,                                                  state_undefined     },
4141     { /*194, undefined                              */      0,                                                  state_undefined     },
4142     { /*195, undefined                              */      0,                                                  state_undefined     },
4143     { /*196, undefined                              */      0,                                                  state_undefined     },
4144     { /*197, undefined                              */      0,                                                  state_undefined     },
4145     { /*198, undefined                              */      0,                                                  state_undefined     },
4146     { /*199, undefined                              */      0,                                                  state_undefined     },
4147     { /*200, undefined                              */      0,                                                  state_undefined     },
4148     { /*201, undefined                              */      0,                                                  state_undefined     },
4149     { /*202, undefined                              */      0,                                                  state_undefined     },
4150     { /*203, undefined                              */      0,                                                  state_undefined     },
4151     { /*204, undefined                              */      0,                                                  state_undefined     },
4152     { /*205, undefined                              */      0,                                                  state_undefined     },
4153     { /*206, undefined                              */      0,                                                  state_undefined     },
4154     { /*207, undefined                              */      0,                                                  state_undefined     },
4155     { /*208, undefined                              */      0,                                                  state_undefined     },
4156     { /*209, undefined                              */      0,                                                  state_undefined     },
4157     { /*210, undefined                              */      0,                                                  state_undefined     },
4158     { /*211, undefined                              */      0,                                                  state_undefined     },
4159     { /*212, undefined                              */      0,                                                  state_undefined     },
4160     { /*213, undefined                              */      0,                                                  state_undefined     },
4161     { /*214, undefined                              */      0,                                                  state_undefined     },
4162     { /*215, undefined                              */      0,                                                  state_undefined     },
4163     { /*216, undefined                              */      0,                                                  state_undefined     },
4164     { /*217, undefined                              */      0,                                                  state_undefined     },
4165     { /*218, undefined                              */      0,                                                  state_undefined     },
4166     { /*219, undefined                              */      0,                                                  state_undefined     },
4167     { /*220, undefined                              */      0,                                                  state_undefined     },
4168     { /*221, undefined                              */      0,                                                  state_undefined     },
4169     { /*222, undefined                              */      0,                                                  state_undefined     },
4170     { /*223, undefined                              */      0,                                                  state_undefined     },
4171     { /*224, undefined                              */      0,                                                  state_undefined     },
4172     { /*225, undefined                              */      0,                                                  state_undefined     },
4173     { /*226, undefined                              */      0,                                                  state_undefined     },
4174     { /*227, undefined                              */      0,                                                  state_undefined     },
4175     { /*228, undefined                              */      0,                                                  state_undefined     },
4176     { /*229, undefined                              */      0,                                                  state_undefined     },
4177     { /*230, undefined                              */      0,                                                  state_undefined     },
4178     { /*231, undefined                              */      0,                                                  state_undefined     },
4179     { /*232, undefined                              */      0,                                                  state_undefined     },
4180     { /*233, undefined                              */      0,                                                  state_undefined     },
4181     { /*234, undefined                              */      0,                                                  state_undefined     },
4182     { /*235, undefined                              */      0,                                                  state_undefined     },
4183     { /*236, undefined                              */      0,                                                  state_undefined     },
4184     { /*237, undefined                              */      0,                                                  state_undefined     },
4185     { /*238, undefined                              */      0,                                                  state_undefined     },
4186     { /*239, undefined                              */      0,                                                  state_undefined     },
4187     { /*240, undefined                              */      0,                                                  state_undefined     },
4188     { /*241, undefined                              */      0,                                                  state_undefined     },
4189     { /*242, undefined                              */      0,                                                  state_undefined     },
4190     { /*243, undefined                              */      0,                                                  state_undefined     },
4191     { /*244, undefined                              */      0,                                                  state_undefined     },
4192     { /*245, undefined                              */      0,                                                  state_undefined     },
4193     { /*246, undefined                              */      0,                                                  state_undefined     },
4194     { /*247, undefined                              */      0,                                                  state_undefined     },
4195     { /*248, undefined                              */      0,                                                  state_undefined     },
4196     { /*249, undefined                              */      0,                                                  state_undefined     },
4197     { /*250, undefined                              */      0,                                                  state_undefined     },
4198     { /*251, undefined                              */      0,                                                  state_undefined     },
4199     { /*252, undefined                              */      0,                                                  state_undefined     },
4200     { /*253, undefined                              */      0,                                                  state_undefined     },
4201     { /*254, undefined                              */      0,                                                  state_undefined     },
4202     { /*255, undefined                              */      0,                                                  state_undefined     },
4203       /* End huge gap */
4204     { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4205     { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
4206     { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
4207     { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
4208     { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
4209     { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
4210     { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
4211     { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
4212     { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
4213     { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
4214     { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
4215     { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
4216     { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
4217     { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
4218     { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
4219     { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
4220     { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
4221     { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
4222     { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
4223     { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
4224     { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
4225     { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
4226     { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
4227     { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
4228     { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
4229     { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
4230     { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
4231     { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
4232     { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
4233     { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
4234     { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
4235     { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
4236     { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
4237     { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
4238     { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
4239     { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
4240     { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
4241     { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
4242     { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
4243     { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
4244     { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
4245     { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
4246     { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
4247     { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
4248     { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
4249     { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
4250     { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
4251     { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
4252     { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
4253     { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
4254     { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
4255     { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
4256     { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
4257     { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
4258     { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
4259     { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
4260     { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
4261     { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
4262     { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
4263     { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
4264     { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
4265     { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
4266     { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
4267     { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
4268     { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
4269     { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
4270     { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
4271     { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
4272     { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
4273     { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
4274     { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
4275     { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
4276     { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
4277     { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
4278     { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
4279     { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
4280     { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
4281     { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
4282     { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
4283     { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
4284     { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
4285     { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
4286     { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
4287     { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
4288     { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
4289     { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
4290     { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
4291     { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
4292     { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
4293     { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
4294     { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
4295     { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
4296     { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
4297     { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
4298     { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
4299     { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
4300     { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
4301     { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
4302     { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
4303     { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
4304     { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
4305     { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
4306     { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
4307     { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
4308     { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
4309     { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
4310     { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
4311     { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
4312     { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
4313     { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
4314     { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
4315     { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
4316     { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
4317     { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
4318     { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
4319     { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
4320     { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
4321     { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
4322     { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
4323     { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
4324     { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
4325     { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
4326     { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
4327     { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
4328     { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
4329     { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
4330     { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
4331     { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
4332     { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
4333     { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
4334     { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
4335     { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
4336     { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
4337     { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
4338     { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
4339     { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
4340     { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
4341     { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
4342     { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
4343     { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
4344     { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
4345     { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
4346     { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
4347     { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
4348     { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
4349     { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
4350     { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
4351     { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
4352     { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
4353     { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
4354     { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
4355     { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
4356     { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
4357     { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
4358     { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
4359     { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
4360     { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
4361     { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
4362     { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
4363     { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
4364     { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
4365     { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
4366     { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
4367     { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
4368     { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
4369     { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
4370     { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
4371     { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
4372     { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
4373     { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
4374     { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
4375     { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
4376     { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
4377     { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
4378     { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
4379     { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
4380     { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
4381     { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
4382     { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
4383     { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
4384     { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
4385     { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
4386     { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
4387     { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
4388     { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
4389     { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
4390     { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
4391     { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
4392     { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
4393     { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
4394     { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
4395     { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
4396     { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
4397     { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
4398     { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
4399     { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
4400     { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
4401     { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
4402     { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
4403     { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
4404     { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
4405     { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
4406     { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
4407     { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
4408     { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
4409     { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
4410     { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
4411     { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
4412     { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
4413     { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
4414     { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
4415     { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
4416     { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
4417     { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
4418     { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
4419     { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
4420     { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
4421     { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
4422     { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
4423     { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
4424     { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
4425     { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
4426     { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
4427     { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
4428     { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
4429     { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
4430     { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
4431     { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
4432     { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
4433     { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
4434     { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
4435     { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
4436     { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
4437     { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
4438     { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
4439     { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
4440     { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
4441     { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
4442     { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
4443     { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
4444     { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
4445     { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
4446     { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
4447     { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
4448     { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
4449     { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
4450     { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
4451     { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
4452     { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
4453     { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
4454     { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
4455     { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
4456     { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
4457     { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
4458     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
4459     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4460       /* Various Vertex states follow */
4461     { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4462     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4463     { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
4464     { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4465     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4466     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4467     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4468       /* Lights */
4469     { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
4470     { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
4471     { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
4472     { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
4473     { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
4474     { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
4475     { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
4476     { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4477
4478     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4479       /* Clip planes */
4480     { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
4481     { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
4482     { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
4483     { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
4484     { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
4485     { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
4486     { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
4487     { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
4488     { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
4489     { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
4490     { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
4491     { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
4492     { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
4493     { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
4494     { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
4495     { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
4496     { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
4497     { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
4498     { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
4499     { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
4500     { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
4501     { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
4502     { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
4503     { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
4504     { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
4505     { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
4506     { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
4507     { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
4508     { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
4509     { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
4510     { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
4511     { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4512 };