2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
150 checkGLcall("glFrontFace GL_CW");
153 checkGLcall("glFrontFace GL_CCW");
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
162 checkGLcall("glFrontFace GL_CCW");
165 checkGLcall("glFrontFace GL_CW");
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
195 checkGLcall("glEnable GL_DITHER");
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
208 checkGLcall("glDepthMask(1)");
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 checkGLcall("glEnable GL_BLEND");
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
250 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310 srcBlend = GL_SRC_ALPHA;
312 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
317 glDisable(GL_LINE_SMOOTH);
318 checkGLcall("glDisable(GL_LINE_SMOOTH)");
321 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322 glBlendFunc(srcBlend, dstBlend);
323 checkGLcall("glBlendFunc");
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
329 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331 glBlendColor (col[0],col[1],col[2],col[3]);
332 checkGLcall("glBlendColor");
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
338 BOOL enable_ckey = FALSE;
340 IWineD3DSurfaceImpl *surf;
342 /* Find out if the texture on the first stage has a ckey set
343 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346 * in case it finds some texture+colorkeyenable combination which needs extra care.
348 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
351 if(surf->CKeyFlags & 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
357 if(fmt->alphaMask == 0x00000000) {
363 if(enable_ckey || context->last_was_ckey) {
364 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
366 context->last_was_ckey = enable_ckey;
368 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370 glEnable(GL_ALPHA_TEST);
371 checkGLcall("glEnable GL_ALPHA_TEST");
373 glDisable(GL_ALPHA_TEST);
374 checkGLcall("glDisable GL_ALPHA_TEST");
375 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
381 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382 glParm = GL_NOTEQUAL;
385 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
389 glAlphaFunc(glParm, ref);
390 checkGLcall("glAlphaFunc");
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395 DWORD enable = 0xFFFFFFFF;
396 DWORD disable = 0x00000000;
398 if (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
404 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405 static BOOL warned = FALSE;
407 FIXME("Clipping not supported with vertex shaders\n");
414 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415 * of already set values
418 /* If enabling / disabling all
419 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
421 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
425 disable = 0xffffffff;
429 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
430 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
431 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
432 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
433 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
434 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
436 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
443 /** update clipping status */
445 stateblock->clip_status.ClipUnion = 0;
446 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
448 stateblock->clip_status.ClipUnion = 0;
449 stateblock->clip_status.ClipIntersection = 0;
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454 int glParm = GL_FUNC_ADD;
456 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
461 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
463 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
464 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
466 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
468 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
471 TRACE("glBlendEquation(%x)\n", glParm);
472 GL_EXTCALL(glBlendEquation(glParm));
473 checkGLcall("glBlendEquation");
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480 * specular color. This is wrong:
481 * Separate specular color means the specular colour is maintained separately, whereas
482 * single color means it is merged in. However in both cases they are being used to
484 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
489 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490 * Instead, we need to setup the FinalCombiner properly.
492 * The default setup for the FinalCombiner is:
494 * <variable> <input> <mapping> <usage>
495 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
500 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
501 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
503 * That's pretty much fine as it is, except for variable B, which needs to take
504 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505 * whether WINED3DRS_SPECULARENABLE is enabled or not.
508 TRACE("Setting specular enable state\n");
509 /* TODO: Add to the material setting functions */
510 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512 checkGLcall("glMaterialfv");
513 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514 glEnable(GL_COLOR_SUM_EXT);
516 TRACE("Specular colors cannot be enabled in this version of opengl\n");
518 checkGLcall("glEnable(GL_COLOR_SUM)");
520 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522 checkGLcall("glFinalCombinerInputNV()");
525 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
527 /* for the case of enabled lighting: */
528 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529 checkGLcall("glMaterialfv");
531 /* for the case of disabled lighting: */
532 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533 glDisable(GL_COLOR_SUM_EXT);
535 TRACE("Specular colors cannot be disabled in this version of opengl\n");
537 checkGLcall("glDisable(GL_COLOR_SUM)");
539 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541 checkGLcall("glFinalCombinerInputNV()");
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
549 /* Note the texture color applies to all textures whereas
550 * GL_TEXTURE_ENV_COLOR applies to active only
553 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
555 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556 /* And now the default texture color as well */
557 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558 /* Note the WINED3DRS value applies to all textures, but GL has one
559 * per texture, so apply it now ready to be used!
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563 checkGLcall("glActiveTextureARB");
565 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
568 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
572 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581 checkGLcall("glStencilFuncSeparate(...)");
582 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583 checkGLcall("glStencilOpSeparate(...)");
587 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590 GL_EXTCALL(glActiveStencilFaceEXT(face));
591 checkGLcall("glActiveStencilFaceEXT(...)");
592 glStencilFunc(func, ref, mask);
593 checkGLcall("glStencilFunc(...)");
594 glStencilOp(stencilFail, depthFail, stencilPass);
595 checkGLcall("glStencilOp(...)");
596 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598 checkGLcall("glStencilFuncSeparateATI(...)");
599 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600 checkGLcall("glStencilOpSeparateATI(...)");
602 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608 DWORD onesided_enable = FALSE;
609 DWORD twosided_enable = FALSE;
610 GLint func = GL_ALWAYS;
611 GLint func_ccw = GL_ALWAYS;
614 GLint stencilFail = GL_KEEP;
615 GLint depthFail = GL_KEEP;
616 GLint stencilPass = GL_KEEP;
617 GLint stencilFail_ccw = GL_KEEP;
618 GLint depthFail_ccw = GL_KEEP;
619 GLint stencilPass_ccw = GL_KEEP;
621 /* No stencil test without a stencil buffer */
622 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623 glDisable(GL_STENCIL_TEST);
624 checkGLcall("glDisable GL_STENCIL_TEST");
628 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
635 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
638 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639 ref = stateblock->renderState[WINED3DRS_STENCILREF];
640 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
655 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658 onesided_enable, twosided_enable, ref, mask,
659 func, stencilFail, depthFail, stencilPass,
660 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
662 if (twosided_enable) {
663 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
666 if (onesided_enable) {
667 glEnable(GL_STENCIL_TEST);
668 checkGLcall("glEnable GL_STENCIL_TEST");
669 glStencilFunc(func, ref, mask);
670 checkGLcall("glStencilFunc(...)");
671 glStencilOp(stencilFail, depthFail, stencilPass);
672 checkGLcall("glStencilOp(...)");
674 glDisable(GL_STENCIL_TEST);
675 checkGLcall("glDisable GL_STENCIL_TEST");
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 if(stateblock->wineD3DDevice->stencilBufferTarget) {
682 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
686 checkGLcall("glStencilMask");
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690 /* TODO: Put this into the vertex type block once that is in the state table */
691 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694 float fogstart, fogend;
702 /* No fog? Disable it, and we're done :-) */
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.
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");
719 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720 fogstart = tmpvalue.f;
721 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
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.
732 * FOGTABLEMODE != NONE:
733 * The Z value is used, with the equation specified, no matter what vertex type.
735 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736 * Per vertex fog is calculated using the specified fog equation and the parameters
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
743 * Rules for vertex fog with shaders:
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
752 * and 2) disables the fog computation (in either the fixed function or programmable
753 * rasterizer) if using a vertex program.
756 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
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");
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");
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)");
780 context->last_was_foggy_shader = TRUE;
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.
787 context->last_was_foggy_shader = FALSE;
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];
793 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
797 case WINED3DFOG_EXP2:
798 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
803 case WINED3DFOG_LINEAR:
804 fogstart = -1.0f/(fogend-fogstart);
808 case WINED3DFOG_NONE:
809 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
813 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
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."
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;
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");
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");
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");
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
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)");
872 /* Disable GL fog, handle this in software in drawStridedSlow */
877 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
880 glHint(GL_FOG_HINT, GL_NICEST);
881 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882 context->last_was_foggy_shader = FALSE;
884 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
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");
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");
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");
912 case WINED3DFOG_NONE: /* Won't happen */
914 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
920 checkGLcall("glEnable GL_FOG");
922 glFogfv(GL_FOG_START, &fogstart);
923 checkGLcall("glFogf(GL_FOG_START, fogstart");
924 TRACE("Fog Start == %f\n", fogstart);
926 glFogfv(GL_FOG_END, &fogend);
927 checkGLcall("glFogf(GL_FOG_END, fogend");
928 TRACE("Fog End == %f\n", fogend);
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.
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");
944 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
951 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952 glFogfv(GL_FOG_COLOR, &col[0]);
953 checkGLcall("glFog GL_FOG_COLOR");
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
961 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
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;
970 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971 BOOL isDiffuseSupplied;
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.
977 if(isStateDirty(context, STATE_VDECL)) {
981 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
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]);
990 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992 Parm = GL_AMBIENT_AND_DIFFUSE;
996 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
998 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1000 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1005 /* Nothing changed, return. */
1006 if (Parm == context->tracking_parm) return;
1009 glDisable(GL_COLOR_MATERIAL);
1010 checkGLcall("glDisable GL_COLOR_MATERIAL");
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)");
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");
1028 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029 checkGLcall("glMaterialfv");
1033 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034 checkGLcall("glMaterialfv");
1038 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039 checkGLcall("glMaterialfv");
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");
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");
1055 context->tracking_parm = Parm;
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1061 WINED3DLINEPATTERN lp;
1063 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1065 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
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);");
1073 glDisable(GL_LINE_STIPPLE);
1074 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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);");
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);");
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);");
1111 glDisable(GL_NORMALIZE);
1112 checkGLcall("glDisable(GL_NORMALIZE);");
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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(...);");
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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(...");
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);
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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(...");
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);
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168 /* TODO: Group this with the viewport */
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.
1174 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1177 /* Default values */
1178 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
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.
1186 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187 if(pointSize > 0.0f) {
1188 GLfloat scaleFactor;
1190 if(pointSize < 1.0f) {
1191 scaleFactor = pointSize * pointSize;
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);
1206 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1210 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1214 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
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(...)");
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]);
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)");
1248 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255 TRACE("Last Pixel Drawing Enabled\n");
1257 static BOOL first = TRUE;
1259 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1262 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1271 /* TODO: NV_POINT_SPRITE */
1272 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273 TRACE("Point sprites not supported\n");
1277 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
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!
1287 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289 checkGLcall("glActiveTextureARB");
1291 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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)"));
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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
1309 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
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");
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)");
1338 glDisable(GL_MULTISAMPLE_ARB);
1339 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1342 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343 ERR("Multisample antialiasing not supported by gl\n");
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)");
1353 glDisable(GL_SCISSOR_TEST);
1354 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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(...)");
1372 glDisable(GL_POLYGON_OFFSET_FILL);
1373 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
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)");
1382 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1389 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390 FIXME(" Stippled Alpha not supported yet.\n");
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1395 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396 FIXME(" Antialias not supported yet.\n");
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1401 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1407 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1419 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1421 static BOOL displayed = FALSE;
1423 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1425 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1433 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1439 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1445 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
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");
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1457 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1556 if(stateblock->textures[stage]) {
1557 switch(stateblock->textureDimensions[stage]) {
1559 glDisable(GL_TEXTURE_3D);
1560 checkGLcall("glDisable(GL_TEXTURE_3D)");
1561 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1562 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1563 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1565 glEnable(GL_TEXTURE_2D);
1566 checkGLcall("glEnable(GL_TEXTURE_2D)");
1569 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1570 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1571 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1573 glDisable(GL_TEXTURE_2D);
1574 checkGLcall("glDisable(GL_TEXTURE_2D)");
1575 glEnable(GL_TEXTURE_3D);
1576 checkGLcall("glEnable(GL_TEXTURE_3D)");
1578 case GL_TEXTURE_CUBE_MAP_ARB:
1579 glDisable(GL_TEXTURE_2D);
1580 checkGLcall("glDisable(GL_TEXTURE_2D)");
1581 glDisable(GL_TEXTURE_3D);
1582 checkGLcall("glDisable(GL_TEXTURE_3D)");
1583 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1584 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1588 glDisable(GL_TEXTURE_2D);
1589 checkGLcall("glDisable(GL_TEXTURE_2D)");
1590 glDisable(GL_TEXTURE_3D);
1591 checkGLcall("glDisable(GL_TEXTURE_3D)");
1592 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1593 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1594 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1596 /* Binding textures is done by samplers. A dummy texture will be bound */
1600 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1601 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1602 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1604 TRACE("Setting color op for stage %d\n", stage);
1606 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1607 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1608 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1612 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1614 if (mapped_stage != -1) {
1615 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1616 if (mapped_stage >= GL_LIMITS(textures)) {
1617 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1618 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1619 FIXME("Attempt to enable unsupported stage!\n");
1623 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1624 checkGLcall("glActiveTextureARB");
1625 } else if (stage > 0) {
1626 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1631 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1632 if(stateblock->lowest_disabled_stage > 0) {
1633 glEnable(GL_REGISTER_COMBINERS_NV);
1634 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1636 glDisable(GL_REGISTER_COMBINERS_NV);
1639 if(stage >= stateblock->lowest_disabled_stage) {
1640 TRACE("Stage disabled\n");
1641 if (mapped_stage != -1) {
1642 /* Disable everything here */
1643 glDisable(GL_TEXTURE_2D);
1644 checkGLcall("glDisable(GL_TEXTURE_2D)");
1645 glDisable(GL_TEXTURE_3D);
1646 checkGLcall("glDisable(GL_TEXTURE_3D)");
1647 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1648 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1649 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1656 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1657 * if the sampler for this stage is dirty
1659 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1660 if (mapped_stage != -1) activate_dimensions(stage, stateblock);
1663 /* Set the texture combiners */
1664 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1665 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1666 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1667 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1668 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1669 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1672 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1673 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1674 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1675 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1676 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1680 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1681 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1682 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1683 DWORD op, arg1, arg2, arg0;
1685 TRACE("Setting alpha op for stage %d\n", stage);
1686 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1687 if (mapped_stage != -1) {
1688 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1689 if (stage >= GL_LIMITS(textures)) {
1690 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1691 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1692 FIXME("Attempt to enable unsupported stage!\n");
1696 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1697 checkGLcall("glActiveTextureARB");
1698 } else if (stage > 0) {
1699 /* We can't do anything here */
1700 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1705 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1706 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1707 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1708 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1710 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1711 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1712 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1714 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1715 getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1717 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1718 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1719 * cannot remove the texture's alpha channel entirely.
1721 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1722 * on color keyed surfaces.
1724 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1726 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1727 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1728 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1732 TRACE("Setting alpha op for stage %d\n", stage);
1733 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1734 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1735 op, arg1, arg2, arg0,
1738 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1739 op, arg1, arg2, arg0);
1743 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1744 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1745 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1747 if (mapped_stage < 0) return;
1749 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1750 if(mapped_stage >= GL_LIMITS(textures)) {
1753 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1754 checkGLcall("glActiveTextureARB");
1755 } else if (mapped_stage > 0) {
1756 /* We can't do anything here */
1757 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1761 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1762 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1763 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1767 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
1769 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1770 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1771 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1773 if (mapped_stage == -1) {
1774 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1778 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1779 if(mapped_stage >= GL_LIMITS(samplers)) {
1782 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1783 checkGLcall("glActiveTextureARB");
1784 } else if (stage > 0) {
1785 /* We can't do anything here */
1786 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1790 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1792 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1793 * one flag, you can still specify an index value, which the system uses to
1794 * determine the texture wrapping mode.
1795 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1796 * means use the vertex position (camera-space) as the input texture coordinates
1797 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1798 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1799 * to the TEXCOORDINDEX value
1803 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1805 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1806 case WINED3DTSS_TCI_PASSTHRU:
1807 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1808 glDisable(GL_TEXTURE_GEN_S);
1809 glDisable(GL_TEXTURE_GEN_T);
1810 glDisable(GL_TEXTURE_GEN_R);
1811 glDisable(GL_TEXTURE_GEN_Q);
1812 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1815 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1816 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1817 * as the input texture coordinates for this stage's texture transformation. This
1818 * equates roughly to EYE_LINEAR
1821 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1822 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1823 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1824 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1825 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1827 glMatrixMode(GL_MODELVIEW);
1830 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1831 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1832 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1833 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1836 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1837 glEnable(GL_TEXTURE_GEN_S);
1838 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1839 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1840 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1841 glEnable(GL_TEXTURE_GEN_T);
1842 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1843 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1844 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1845 glEnable(GL_TEXTURE_GEN_R);
1846 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1847 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1848 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1852 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1854 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1855 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1856 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1857 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1858 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1859 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1861 glMatrixMode(GL_MODELVIEW);
1864 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1865 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1866 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1867 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1870 glEnable(GL_TEXTURE_GEN_S);
1871 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1872 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1873 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1874 glEnable(GL_TEXTURE_GEN_T);
1875 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1876 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1877 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1878 glEnable(GL_TEXTURE_GEN_R);
1879 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1880 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1881 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1886 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1888 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1889 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1890 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1891 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1892 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1893 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1895 glMatrixMode(GL_MODELVIEW);
1898 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1899 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1900 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1901 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1904 glEnable(GL_TEXTURE_GEN_S);
1905 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1906 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1907 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1908 glEnable(GL_TEXTURE_GEN_T);
1909 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1910 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1911 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1912 glEnable(GL_TEXTURE_GEN_R);
1913 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1914 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1915 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1920 /* Unhandled types: */
1923 /* ? disable GL_TEXTURE_GEN_n ? */
1924 glDisable(GL_TEXTURE_GEN_S);
1925 glDisable(GL_TEXTURE_GEN_T);
1926 glDisable(GL_TEXTURE_GEN_R);
1927 glDisable(GL_TEXTURE_GEN_Q);
1928 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1932 /* Update the texture matrix */
1933 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1934 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
1937 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
1938 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
1939 * source. Call loadVertexData directly because there is no need to reparse the vertex declaration
1940 * and do all the things linked to it
1941 * TODO: Tidy that up to reload only the arrays of the changed unit
1943 loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
1947 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1948 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1954 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1955 if(tmpvalue.f != 0.0) {
1956 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1960 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1961 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1967 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1968 if(tmpvalue.f != 0.0) {
1969 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1973 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1974 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1976 if(stage >= GL_LIMITS(texture_stages)) {
1980 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
1981 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
1985 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1986 DWORD sampler = state - STATE_SAMPLER(0);
1987 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
1993 TRACE("Sampler: %d\n", sampler);
1994 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
1995 * only has to bind textures and set the per texture states
1998 if (mapped_stage == -1) {
1999 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2003 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2004 if (mapped_stage >= GL_LIMITS(samplers)) {
2007 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2008 checkGLcall("glActiveTextureARB");
2009 } else if (sampler > 0) {
2010 /* We can't do anything here */
2011 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2015 if(stateblock->textures[sampler]) {
2016 BOOL texIsPow2 = FALSE;
2018 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2019 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2020 * scaling is reapplied or removed, the texture matrix has to be reapplied
2022 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2023 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2024 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2025 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2028 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2029 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2034 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2035 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2036 context->lastWasPow2Texture[sampler] = texIsPow2;
2040 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2041 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2043 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2044 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2045 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2046 GL_TEXTURE_LOD_BIAS_EXT,
2048 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2051 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2052 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2053 /* Using a pixel shader? Verify the sampler types */
2055 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2056 * dimensions because the shader knows from which texture type to sample from. For the sake of
2057 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2058 * dimensions. This should make wrong sampling sources visible :-)
2060 glEnable(stateblock->textureDimensions[sampler]);
2061 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2062 } else if(sampler < stateblock->lowest_disabled_stage) {
2063 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2064 activate_dimensions(sampler, stateblock);
2067 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2068 /* If color keying is enabled update the alpha test, it depends on the existence
2069 * of a color key in stage 0
2071 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2074 } else if(sampler < GL_LIMITS(texture_stages)) {
2075 if(sampler < stateblock->lowest_disabled_stage) {
2076 /* TODO: What should I do with pixel shaders here ??? */
2077 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2078 activate_dimensions(sampler, stateblock);
2080 } /* Otherwise tex_colorop disables the stage */
2081 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2082 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2086 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2087 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2089 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2090 * has an update pending
2092 if(isStateDirty(context, STATE_VDECL) ||
2093 isStateDirty(context, STATE_PIXELSHADER)) {
2097 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2100 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2101 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2102 BOOL use_pshader = use_ps(device);
2103 BOOL use_vshader = use_vs(device);
2104 BOOL update_fog = FALSE;
2108 if(!context->last_was_pshader) {
2109 /* Former draw without a pixel shader, some samplers
2110 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2111 * make sure to enable them
2113 for(i=0; i < MAX_SAMPLERS; i++) {
2114 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2115 sampler(STATE_SAMPLER(i), stateblock, context);
2120 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2121 * if a different texture was bound. I don't have to do anything.
2125 /* Compile and bind the shader */
2126 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2128 /* Disabled the pixel shader - color ops weren't applied
2129 * while it was enabled, so re-apply them.
2131 for(i=0; i < MAX_TEXTURES; i++) {
2132 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2133 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2136 if(context->last_was_pshader)
2140 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2141 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2143 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2144 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2149 state_fog(state, stateblock, context);
2151 context->last_was_pshader = use_pshader;
2154 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2155 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2157 if(stateblock->pixelShader && stage != 0 &&
2158 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2159 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2162 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2163 !isStateDirty(context, STATE_PIXELSHADER)) {
2164 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2169 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2170 /* This function is called by transform_view below if the view matrix was changed too
2172 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2173 * does not always update the world matrix, only on a switch between transformed
2174 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2175 * draw, but that should be rather rare and cheaper in total.
2177 glMatrixMode(GL_MODELVIEW);
2178 checkGLcall("glMatrixMode");
2180 if(context->last_was_rhw) {
2182 checkGLcall("glLoadIdentity()");
2184 /* In the general case, the view matrix is the identity matrix */
2185 if (stateblock->wineD3DDevice->view_ident) {
2186 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2187 checkGLcall("glLoadMatrixf");
2189 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2190 checkGLcall("glLoadMatrixf");
2191 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2192 checkGLcall("glMultMatrixf");
2197 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2198 UINT index = state - STATE_CLIPPLANE(0);
2200 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2204 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2205 glMatrixMode(GL_MODELVIEW);
2207 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2209 TRACE("Clipplane [%f,%f,%f,%f]\n",
2210 stateblock->clipplane[index][0],
2211 stateblock->clipplane[index][1],
2212 stateblock->clipplane[index][2],
2213 stateblock->clipplane[index][3]);
2214 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2215 checkGLcall("glClipPlane");
2220 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2223 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2224 * NOTE: We have to reset the positions even if the light/plane is not currently
2225 * enabled, since the call to enable it will not reset the position.
2226 * NOTE2: Apparently texture transforms do NOT need reapplying
2229 PLIGHTINFOEL *light = NULL;
2231 glMatrixMode(GL_MODELVIEW);
2232 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2233 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2234 checkGLcall("glLoadMatrixf(...)");
2236 /* Reset lights. TODO: Call light apply func */
2237 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2238 light = stateblock->activeLights[k];
2239 if(!light) continue;
2240 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2241 checkGLcall("glLightfv posn");
2242 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2243 checkGLcall("glLightfv dirn");
2246 /* Reset Clipping Planes */
2247 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2248 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2249 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2253 if(context->last_was_rhw) {
2255 checkGLcall("glLoadIdentity()");
2256 /* No need to update the world matrix, the identity is fine */
2260 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2261 * No need to do it here if the state is scheduled for update.
2263 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2264 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2268 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2269 WARN("World matrix 1 - 255 not supported yet\n");
2272 static const GLfloat invymat[16] = {
2273 1.0f, 0.0f, 0.0f, 0.0f,
2274 0.0f, -1.0f, 0.0f, 0.0f,
2275 0.0f, 0.0f, 1.0f, 0.0f,
2276 0.0f, 0.0f, 0.0f, 1.0f};
2278 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2279 glMatrixMode(GL_PROJECTION);
2280 checkGLcall("glMatrixMode(GL_PROJECTION)");
2282 checkGLcall("glLoadIdentity");
2284 if(context->last_was_rhw) {
2285 double X, Y, height, width, minZ, maxZ;
2287 X = stateblock->viewport.X;
2288 Y = stateblock->viewport.Y;
2289 height = stateblock->viewport.Height;
2290 width = stateblock->viewport.Width;
2291 minZ = stateblock->viewport.MinZ;
2292 maxZ = stateblock->viewport.MaxZ;
2294 if(!stateblock->wineD3DDevice->untransformed) {
2295 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2296 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2297 * suppress depth clipping. This can be done because it is an orthogonal projection and
2298 * the Z coordinate does not affect the size of the primitives
2300 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2301 if(stateblock->wineD3DDevice->render_offscreen) {
2302 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2304 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2307 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2308 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2309 * unmodified to opengl.
2311 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2312 * replacement shader.
2314 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2315 if(stateblock->wineD3DDevice->render_offscreen) {
2316 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2318 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2321 checkGLcall("glOrtho");
2323 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2324 glTranslatef(0.375, 0.375, 0);
2325 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2326 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2327 * render everything upside down when rendering offscreen. */
2328 if (stateblock->wineD3DDevice->render_offscreen) {
2329 glMultMatrixf(invymat);
2330 checkGLcall("glMultMatrixf(invymat)");
2333 /* The rule is that the window coordinate 0 does not correspond to the
2334 beginning of the first pixel, but the center of the first pixel.
2335 As a consequence if you want to correctly draw one line exactly from
2336 the left to the right end of the viewport (with all matrices set to
2337 be identity), the x coords of both ends of the line would be not
2338 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2340 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2341 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2343 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2344 * render everything upside down when rendering offscreen. */
2345 if (stateblock->wineD3DDevice->render_offscreen) {
2346 glMultMatrixf(invymat);
2347 checkGLcall("glMultMatrixf(invymat)");
2349 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2350 checkGLcall("glLoadMatrixf");
2354 /* This should match any arrays loaded in loadVertexData.
2355 * stateblock impl is required for GL_SUPPORT
2356 * TODO: Only load / unload arrays if we have to.
2358 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2361 glDisableClientState(GL_VERTEX_ARRAY);
2362 glDisableClientState(GL_NORMAL_ARRAY);
2363 glDisableClientState(GL_COLOR_ARRAY);
2364 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2365 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2367 for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
2368 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2369 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2373 /* This should match any arrays loaded in loadNumberedArrays
2374 * TODO: Only load / unload arrays if we have to.
2376 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2377 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2381 /* Leave all the attribs disabled */
2382 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2383 /* MESA does not support it right not */
2384 if (glGetError() != GL_NO_ERROR)
2386 for (i = 0; i < maxAttribs; ++i) {
2387 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2388 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2392 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2393 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2395 UINT *offset = stateblock->streamOffset;
2397 /* Default to no instancing */
2398 stateblock->wineD3DDevice->instancedDraw = FALSE;
2400 for (i = 0; i < MAX_ATTRIBS; i++) {
2402 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2405 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2406 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2407 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2408 stateblock->wineD3DDevice->instancedDraw = TRUE;
2412 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2414 if(strided->u.input[i].dwStride) {
2415 if(curVBO != strided->u.input[i].VBO) {
2416 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2417 checkGLcall("glBindBufferARB");
2418 curVBO = strided->u.input[i].VBO;
2420 GL_EXTCALL(glVertexAttribPointerARB(i,
2421 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2422 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2423 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2424 strided->u.input[i].dwStride,
2425 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2426 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2428 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2429 * set up the attribute statically. But we have to figure out the system memory address.
2431 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2432 if(strided->u.input[i].VBO) {
2433 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2434 ptr += (long) vb->resource.allocatedMemory;
2436 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2438 switch(strided->u.input[i].dwType) {
2439 case WINED3DDECLTYPE_FLOAT1:
2440 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2442 case WINED3DDECLTYPE_FLOAT2:
2443 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2445 case WINED3DDECLTYPE_FLOAT3:
2446 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2448 case WINED3DDECLTYPE_FLOAT4:
2449 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2452 case WINED3DDECLTYPE_UBYTE4:
2453 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2455 case WINED3DDECLTYPE_UBYTE4N:
2456 case WINED3DDECLTYPE_D3DCOLOR:
2457 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2460 case WINED3DDECLTYPE_SHORT2:
2461 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2463 case WINED3DDECLTYPE_SHORT4:
2464 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2467 case WINED3DDECLTYPE_SHORT2N:
2469 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2470 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2473 case WINED3DDECLTYPE_USHORT2N:
2475 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2476 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2479 case WINED3DDECLTYPE_SHORT4N:
2480 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2482 case WINED3DDECLTYPE_USHORT4N:
2483 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2486 case WINED3DDECLTYPE_UDEC3:
2487 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2488 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2490 case WINED3DDECLTYPE_DEC3N:
2491 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2492 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2495 case WINED3DDECLTYPE_FLOAT16_2:
2496 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2497 * byte float according to the IEEE standard
2499 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2501 case WINED3DDECLTYPE_FLOAT16_4:
2502 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2505 case WINED3DDECLTYPE_UNUSED:
2507 ERR("Unexpected declaration in stride 0 attributes\n");
2515 /* Used from 2 different functions, and too big to justify making it inlined */
2516 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2517 unsigned int textureNo = 0;
2518 UINT *offset = stateblock->streamOffset;
2519 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2520 unsigned int mapped_stage = 0;
2522 TRACE("Using fast vertex array code\n");
2524 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2525 stateblock->wineD3DDevice->instancedDraw = FALSE;
2527 /* Blend Data ---------------------------------------------- */
2528 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2529 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2532 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2535 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2536 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2539 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2540 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2541 /* FIXME("TODO\n");*/
2542 /* Note dwType == float3 or float4 == 2 or 3 */
2545 /* with this on, the normals appear to be being modified,
2546 but the vertices aren't being translated as they should be
2547 Maybe the world matrix aren't being setup properly? */
2548 glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1);
2552 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2553 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2554 sd->u.s.blendWeights.dwStride,
2555 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2557 if(curVBO != sd->u.s.blendWeights.VBO) {
2558 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2559 checkGLcall("glBindBufferARB");
2560 curVBO = sd->u.s.blendWeights.VBO;
2563 GL_EXTCALL(glWeightPointerARB)(
2564 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2565 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2566 sd->u.s.blendWeights.dwStride,
2567 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2569 checkGLcall("glWeightPointerARB");
2571 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2572 static BOOL showfixme = TRUE;
2574 FIXME("blendMatrixIndices support\n");
2579 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2580 /* FIXME("TODO\n");*/
2583 GL_EXTCALL(glVertexWeightPointerEXT)(
2584 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2585 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2586 sd->u.s.blendWeights.dwStride,
2587 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2588 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2589 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2590 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2594 /* TODO: support blends in drawStridedSlow
2595 * No need to write a FIXME here, this is done after the general vertex decl decoding
2597 WARN("unsupported blending in openGl\n");
2600 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2601 #if 0 /* TODO: Vertex blending */
2602 glDisable(GL_VERTEX_BLEND_ARB);
2604 TRACE("ARB_VERTEX_BLEND\n");
2605 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2606 TRACE(" EXT_VERTEX_WEIGHTING\n");
2607 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2608 checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2613 #if 0 /* FOG ----------------------------------------------*/
2614 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2616 if (GL_SUPPORT(EXT_FOG_COORD) {
2617 glEnableClientState(GL_FOG_COORDINATE_EXT);
2618 (GL_EXTCALL)(FogCoordPointerEXT)(
2619 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2620 sd->u.s.fog.dwStride,
2621 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2623 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2624 /* FIXME: fixme once */
2625 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2628 if (GL_SUPPRT(EXT_FOR_COORD) {
2629 /* make sure fog is disabled */
2630 glDisableClientState(GL_FOG_COORDINATE_EXT);
2635 #if 0 /* tangents ----------------------------------------------*/
2636 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2637 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2639 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2640 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2641 glEnable(GL_TANGENT_ARRAY_EXT);
2642 (GL_EXTCALL)(TangentPointerEXT)(
2643 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2644 sd->u.s.tangent.dwStride,
2645 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2647 glDisable(GL_TANGENT_ARRAY_EXT);
2649 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2650 glEnable(GL_BINORMAL_ARRAY_EXT);
2651 (GL_EXTCALL)(BinormalPointerEXT)(
2652 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2653 sd->u.s.binormal.dwStride,
2654 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2656 glDisable(GL_BINORMAL_ARRAY_EXT);
2660 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2661 /* FIXME: fixme once */
2662 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2665 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2666 /* make sure fog is disabled */
2667 glDisable(GL_TANGENT_ARRAY_EXT);
2668 glDisable(GL_BINORMAL_ARRAY_EXT);
2673 /* Point Size ----------------------------------------------*/
2674 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2676 /* no such functionality in the fixed function GL pipeline */
2677 TRACE("Cannot change ptSize here in openGl\n");
2678 /* TODO: Implement this function in using shaders if they are available */
2682 /* Vertex Pointers -----------------------------------------*/
2683 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2684 /* Note dwType == float3 or float4 == 2 or 3 */
2685 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2686 sd->u.s.position.dwStride,
2687 sd->u.s.position.dwType + 1,
2688 sd->u.s.position.lpData));
2690 if(curVBO != sd->u.s.position.VBO) {
2691 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2692 checkGLcall("glBindBufferARB");
2693 curVBO = sd->u.s.position.VBO;
2696 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2697 handling for rhw mode should not impact screen position whereas in GL it does.
2698 This may result in very slightly distored textures in rhw mode, but
2699 a very minimal different. There's always the other option of
2700 fixing the view matrix to prevent w from having any effect
2702 This only applies to user pointer sources, in VBOs the vertices are fixed up
2704 if(sd->u.s.position.VBO == 0) {
2705 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2706 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2707 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2710 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2711 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2712 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2714 checkGLcall("glVertexPointer(...)");
2715 glEnableClientState(GL_VERTEX_ARRAY);
2716 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2719 glDisableClientState(GL_VERTEX_ARRAY);
2720 checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
2723 /* Normals -------------------------------------------------*/
2724 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2725 /* Note dwType == float3 or float4 == 2 or 3 */
2726 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2727 sd->u.s.normal.dwStride,
2728 sd->u.s.normal.lpData));
2729 if(curVBO != sd->u.s.normal.VBO) {
2730 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2731 checkGLcall("glBindBufferARB");
2732 curVBO = sd->u.s.normal.VBO;
2735 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2736 sd->u.s.normal.dwStride,
2737 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2738 checkGLcall("glNormalPointer(...)");
2739 glEnableClientState(GL_NORMAL_ARRAY);
2740 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2743 glDisableClientState(GL_NORMAL_ARRAY);
2744 checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
2745 glNormal3f(0, 0, 1);
2746 checkGLcall("glNormal3f(0, 0, 1)");
2749 /* Diffuse Colour --------------------------------------------*/
2750 /* WARNING: Data here MUST be in RGBA format, so cannot */
2751 /* go directly into fast mode from app pgm, because */
2752 /* directx requires data in BGRA format. */
2753 /* currently fixupVertices swizels the format, but this isn't */
2754 /* very practical when using VBOS */
2755 /* NOTE: Unless we write a vertex shader to swizel the colour */
2756 /* , or the user doesn't care and wants the speed advantage */
2758 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2759 /* Note dwType == float3 or float4 == 2 or 3 */
2760 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2761 sd->u.s.diffuse.dwStride,
2762 sd->u.s.diffuse.lpData));
2764 if(curVBO != sd->u.s.diffuse.VBO) {
2765 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2766 checkGLcall("glBindBufferARB");
2767 curVBO = sd->u.s.diffuse.VBO;
2769 glColorPointer(4, GL_UNSIGNED_BYTE,
2770 sd->u.s.diffuse.dwStride,
2771 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2772 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2773 glEnableClientState(GL_COLOR_ARRAY);
2774 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2777 glDisableClientState(GL_COLOR_ARRAY);
2778 checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
2779 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2780 checkGLcall("glColor4f(1, 1, 1, 1)");
2783 /* Specular Colour ------------------------------------------*/
2784 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2785 TRACE("setting specular colour\n");
2786 /* Note dwType == float3 or float4 == 2 or 3 */
2787 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2788 sd->u.s.specular.dwStride,
2789 sd->u.s.specular.lpData));
2790 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2791 if(curVBO != sd->u.s.specular.VBO) {
2792 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2793 checkGLcall("glBindBufferARB");
2794 curVBO = sd->u.s.specular.VBO;
2796 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
2797 sd->u.s.specular.dwStride,
2798 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
2799 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
2800 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2801 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2804 /* Missing specular color is not critical, no warnings */
2805 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2809 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2811 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2812 checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2813 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
2814 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
2817 /* Missing specular color is not critical, no warnings */
2818 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2822 /* Texture coords -------------------------------------------*/
2824 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2825 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2826 /* Abort if we don't support the extension. */
2827 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2828 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2832 if (stateblock->textures[textureNo] != NULL) {
2833 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2835 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2836 /* The gl texture unit will never be -1 for a bound texture */
2837 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2838 checkGLcall("glClientActiveTextureARB");
2840 if (coordIdx >= MAX_TEXTURES) {
2841 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
2842 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2843 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2845 } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
2846 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
2847 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2848 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2851 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2852 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2853 if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2854 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2855 checkGLcall("glBindBufferARB");
2856 curVBO = sd->u.s.texCoords[coordIdx].VBO;
2858 /* The coords to supply depend completely on the fvf / vertex shader */
2860 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2861 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2862 sd->u.s.texCoords[coordIdx].dwStride,
2863 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2864 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2866 } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2867 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
2868 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2869 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2872 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2873 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2874 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2875 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
2876 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2877 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2882 static inline void drawPrimitiveTraceDataLocations(
2883 WineDirect3DVertexStridedData *dataLocations) {
2885 /* Dump out what parts we have supplied */
2886 TRACE("Strided Data:\n");
2887 TRACE_STRIDED((dataLocations), position);
2888 TRACE_STRIDED((dataLocations), blendWeights);
2889 TRACE_STRIDED((dataLocations), blendMatrixIndices);
2890 TRACE_STRIDED((dataLocations), normal);
2891 TRACE_STRIDED((dataLocations), pSize);
2892 TRACE_STRIDED((dataLocations), diffuse);
2893 TRACE_STRIDED((dataLocations), specular);
2894 TRACE_STRIDED((dataLocations), texCoords[0]);
2895 TRACE_STRIDED((dataLocations), texCoords[1]);
2896 TRACE_STRIDED((dataLocations), texCoords[2]);
2897 TRACE_STRIDED((dataLocations), texCoords[3]);
2898 TRACE_STRIDED((dataLocations), texCoords[4]);
2899 TRACE_STRIDED((dataLocations), texCoords[5]);
2900 TRACE_STRIDED((dataLocations), texCoords[6]);
2901 TRACE_STRIDED((dataLocations), texCoords[7]);
2902 TRACE_STRIDED((dataLocations), position2);
2903 TRACE_STRIDED((dataLocations), normal2);
2904 TRACE_STRIDED((dataLocations), tangent);
2905 TRACE_STRIDED((dataLocations), binormal);
2906 TRACE_STRIDED((dataLocations), tessFactor);
2907 TRACE_STRIDED((dataLocations), fog);
2908 TRACE_STRIDED((dataLocations), depth);
2909 TRACE_STRIDED((dataLocations), sample);
2914 /* Helper for vertexdeclaration() */
2915 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
2916 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2918 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
2920 if(device->up_strided) {
2921 /* Note: this is a ddraw fixed-function code path */
2922 TRACE("================ Strided Input ===================\n");
2923 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
2926 drawPrimitiveTraceDataLocations(dataLocations);
2928 } else if (stateblock->vertexDecl) {
2929 /* Note: This is a fixed function or shader codepath.
2930 * This means it must handle both types of strided data.
2931 * Shaders must go through here to zero the strided data, even if they
2932 * don't set any declaration at all
2934 TRACE("================ Vertex Declaration ===================\n");
2935 memset(dataLocations, 0, sizeof(*dataLocations));
2936 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
2937 useVertexShaderFunction, dataLocations, &fixup);
2939 /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
2940 * It is reachable through d3d8, but only for fixed-function.
2941 * It will not work properly for shaders.
2943 TRACE("================ FVF ===================\n");
2944 memset(dataLocations, 0, sizeof(*dataLocations));
2945 primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
2947 drawPrimitiveTraceDataLocations(dataLocations);
2951 if (dataLocations->u.s.position_transformed) {
2952 useVertexShaderFunction = FALSE;
2955 /* Unload the old arrays before loading the new ones to get old junk out */
2956 if(context->numberedArraysLoaded) {
2957 unloadNumberedArrays(stateblock);
2958 context->numberedArraysLoaded = FALSE;
2960 if(context->namedArraysLoaded) {
2961 unloadVertexData(stateblock);
2962 context->namedArraysLoaded = FALSE;
2965 if(useVertexShaderFunction) {
2966 TRACE("Loading numbered arrays\n");
2967 loadNumberedArrays(stateblock, dataLocations);
2968 device->useDrawStridedSlow = FALSE;
2969 context->numberedArraysLoaded = TRUE;
2971 (dataLocations->u.s.pSize.lpData == NULL &&
2972 dataLocations->u.s.diffuse.lpData == NULL &&
2973 dataLocations->u.s.specular.lpData == NULL)) {
2974 /* Load the vertex data using named arrays */
2975 TRACE("Loading vertex data\n");
2976 loadVertexData(stateblock, dataLocations);
2977 device->useDrawStridedSlow = FALSE;
2978 context->namedArraysLoaded = TRUE;
2980 TRACE("Not loading vertex data\n");
2981 device->useDrawStridedSlow = TRUE;
2984 /* Generate some fixme's if unsupported functionality is being used */
2985 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
2986 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
2987 if (!useVertexShaderFunction &&
2988 stateblock->renderState[WINED3DRS_VERTEXBLEND] &&
2989 (BUFFER_OR_DATA(blendMatrixIndices) || BUFFER_OR_DATA(blendWeights))) {
2990 FIXME("Vertex Blending is not implemented yet %p %p\n",dataLocations->u.s.blendWeights.lpData,dataLocations->u.s.blendWeights.lpData);
2991 /* TODO: Implement it using GL_ARB_vertex_blend or software emulation in drawStridedSlow */
2993 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
2994 FIXME("Tweening is only valid with vertex shaders\n");
2996 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
2997 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
2999 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3000 FIXME("Extended attributes are only valid with vertex shaders\n");
3002 #undef BUFFER_OR_DATA
3005 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3006 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3007 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3008 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3010 /* Some stuff is in the device until we have per context tracking */
3011 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3012 BOOL wasrhw = context->last_was_rhw;
3014 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3015 * here simply check whether a shader was set, or the user disabled shaders
3017 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3018 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3019 useVertexShaderFunction = TRUE;
3021 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3024 } else if(context->last_was_foggy_shader) {
3028 handleStreams(stateblock, useVertexShaderFunction, context);
3030 transformed = device->strided_streams.u.s.position_transformed;
3031 if (transformed) useVertexShaderFunction = FALSE;
3033 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3037 /* Reapply lighting if it is not scheduled for reapplication already */
3038 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3039 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3043 context->last_was_rhw = TRUE;
3046 /* Untransformed, so relies on the view and projection matrices */
3047 context->last_was_rhw = FALSE;
3048 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3049 device->untransformed = TRUE;
3051 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3052 * Not needed as long as only hw shaders are supported
3055 /* This sets the shader output position correction constants.
3056 * TODO: Move to the viewport state
3058 if (useVertexShaderFunction) {
3059 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3063 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3064 * off this function will be called again anyway to make sure they're properly set
3066 if(!useVertexShaderFunction) {
3067 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3068 * or transformed / untransformed was switched
3070 if(wasrhw != context->last_was_rhw &&
3071 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3072 !isStateDirty(context, STATE_VIEWPORT)) {
3073 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3075 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3078 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3079 * this check will fail and the matrix not applied again. This is OK because a simple
3080 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3081 * needs of the vertex declaration.
3083 * World and view matrix go into the same gl matrix, so only apply them when neither is
3086 if(transformed != wasrhw &&
3087 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3088 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3089 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3092 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3093 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3096 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3097 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3100 /* We compile the shader here because we need the vertex declaration
3101 * in order to determine if we need to do any swizzling for D3DCOLOR
3102 * registers. If the shader is already compiled this call will do nothing. */
3103 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3105 if(!context->last_was_vshader) {
3107 static BOOL warned = FALSE;
3108 /* Disable all clip planes to get defined results on all drivers. See comment in the
3109 * state_clipping state handler
3111 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3112 glDisable(GL_CLIP_PLANE0 + i);
3113 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3116 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3117 FIXME("Clipping not supported with vertex shaders\n");
3123 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3126 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3127 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3129 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3130 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3134 context->last_was_vshader = useVertexShaderFunction;
3137 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3141 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3142 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3143 checkGLcall("glDepthRange");
3144 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3146 if(stateblock->wineD3DDevice->render_offscreen) {
3147 glViewport(stateblock->viewport.X,
3148 stateblock->viewport.Y,
3149 stateblock->viewport.Width, stateblock->viewport.Height);
3151 glViewport(stateblock->viewport.X,
3152 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3153 stateblock->viewport.Width, stateblock->viewport.Height);
3156 checkGLcall("glViewport");
3158 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3159 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3160 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3161 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3166 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3167 UINT Index = state - STATE_ACTIVELIGHT(0);
3168 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3171 glDisable(GL_LIGHT0 + Index);
3172 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3175 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3177 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3178 glMatrixMode(GL_MODELVIEW);
3180 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3183 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3184 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3185 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3186 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3187 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3188 checkGLcall("glLightfv");
3191 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3192 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3193 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3194 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3195 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3196 checkGLcall("glLightfv");
3199 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3200 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3201 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3202 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3203 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3204 checkGLcall("glLightfv");
3206 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3207 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3209 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3212 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3213 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3214 * Attenuation0 to NaN and crashes in the gl lib
3217 switch (lightInfo->OriginalParms.Type) {
3218 case WINED3DLIGHT_POINT:
3220 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3221 checkGLcall("glLightfv");
3222 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3223 checkGLcall("glLightf");
3224 /* Attenuation - Are these right? guessing... */
3225 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3226 checkGLcall("glLightf");
3227 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3228 checkGLcall("glLightf");
3229 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3230 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3231 checkGLcall("glLightf");
3235 case WINED3DLIGHT_SPOT:
3237 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3238 checkGLcall("glLightfv");
3240 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3241 checkGLcall("glLightfv");
3242 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3243 checkGLcall("glLightf");
3244 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3245 checkGLcall("glLightf");
3246 /* Attenuation - Are these right? guessing... */
3247 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3248 checkGLcall("glLightf");
3249 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3250 checkGLcall("glLightf");
3251 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3252 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3253 checkGLcall("glLightf");
3257 case WINED3DLIGHT_DIRECTIONAL:
3259 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3260 checkGLcall("glLightfv");
3261 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3262 checkGLcall("glLightf");
3263 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3264 checkGLcall("glLightf");
3268 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3271 /* Restore the modelview matrix */
3274 glEnable(GL_LIGHT0 + Index);
3275 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3281 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3282 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3283 RECT *pRect = &stateblock->scissorRect;
3287 GetClientRect(swapchain->win_handle, &windowRect);
3288 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3289 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3291 winHeight = windowRect.bottom - windowRect.top;
3292 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3293 pRect->right - pRect->left, pRect->bottom - pRect->top);
3294 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3295 checkGLcall("glScissor");
3298 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3299 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3300 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3301 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3303 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3304 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3309 const struct StateEntry StateTable[] =
3311 /* State name representative, apply function */
3312 { /* 0, Undefined */ 0, state_undefined },
3313 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3314 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3315 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3316 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3317 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3318 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3319 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3320 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3321 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3322 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3323 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3324 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3325 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3326 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3327 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3328 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3329 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3330 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3331 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3332 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3333 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3334 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3335 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3336 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3337 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3338 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3339 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3340 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3341 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3342 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3343 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3344 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3345 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3346 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3347 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3348 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3349 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3350 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3351 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3352 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3353 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3354 { /* 42, undefined */ 0, state_undefined },
3355 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3356 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3357 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3358 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3359 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3360 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3361 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3362 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3363 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3364 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3365 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3366 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3367 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3368 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3369 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3370 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3371 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3372 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3373 { /* 61, Undefined */ 0, state_undefined },
3374 { /* 62, Undefined */ 0, state_undefined },
3375 { /* 63, Undefined */ 0, state_undefined },
3376 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3377 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3378 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3379 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3380 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3381 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3382 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3383 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3384 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3385 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3386 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3387 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3388 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3389 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3390 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3391 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3392 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3393 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3394 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3395 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3396 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3397 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3398 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3399 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3400 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3401 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3402 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3403 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3404 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3405 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3406 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3407 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3408 { /* 96, Undefined */ 0, state_undefined },
3409 { /* 97, Undefined */ 0, state_undefined },
3410 { /* 98, Undefined */ 0, state_undefined },
3411 { /* 99, Undefined */ 0, state_undefined },
3412 { /*100, Undefined */ 0, state_undefined },
3413 { /*101, Undefined */ 0, state_undefined },
3414 { /*102, Undefined */ 0, state_undefined },
3415 { /*103, Undefined */ 0, state_undefined },
3416 { /*104, Undefined */ 0, state_undefined },
3417 { /*105, Undefined */ 0, state_undefined },
3418 { /*106, Undefined */ 0, state_undefined },
3419 { /*107, Undefined */ 0, state_undefined },
3420 { /*108, Undefined */ 0, state_undefined },
3421 { /*109, Undefined */ 0, state_undefined },
3422 { /*110, Undefined */ 0, state_undefined },
3423 { /*111, Undefined */ 0, state_undefined },
3424 { /*112, Undefined */ 0, state_undefined },
3425 { /*113, Undefined */ 0, state_undefined },
3426 { /*114, Undefined */ 0, state_undefined },
3427 { /*115, Undefined */ 0, state_undefined },
3428 { /*116, Undefined */ 0, state_undefined },
3429 { /*117, Undefined */ 0, state_undefined },
3430 { /*118, Undefined */ 0, state_undefined },
3431 { /*119, Undefined */ 0, state_undefined },
3432 { /*120, Undefined */ 0, state_undefined },
3433 { /*121, Undefined */ 0, state_undefined },
3434 { /*122, Undefined */ 0, state_undefined },
3435 { /*123, Undefined */ 0, state_undefined },
3436 { /*124, Undefined */ 0, state_undefined },
3437 { /*125, Undefined */ 0, state_undefined },
3438 { /*126, Undefined */ 0, state_undefined },
3439 { /*127, Undefined */ 0, state_undefined },
3441 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3442 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3443 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3444 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3445 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3446 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3447 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3448 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3449 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3450 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3451 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3452 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3453 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3454 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3455 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3456 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3457 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3458 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3459 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3460 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3461 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3462 { /*149, Undefined */ 0, state_undefined },
3463 { /*150, Undefined */ 0, state_undefined },
3464 { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
3465 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3466 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3467 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3468 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3469 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3470 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3471 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3472 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3473 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3474 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3475 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3476 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3477 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3478 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3479 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3480 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3481 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3482 { /*169, Undefined */ 0, state_undefined },
3483 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3484 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3485 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3486 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3487 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3488 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3489 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3490 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3491 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3492 { /*177, undefined */ 0, state_undefined },
3493 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3494 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3495 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3496 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3497 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3498 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3499 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3500 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3501 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3502 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3503 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3504 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3505 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3506 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3507 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3508 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3509 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3510 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3511 { /*196, undefined */ 0, state_undefined },
3512 { /*197, undefined */ 0, state_undefined },
3513 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3514 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3515 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3516 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3517 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3518 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3519 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3520 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3521 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3522 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3523 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3524 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3525 /* Texture stage states */
3526 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3527 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3528 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3529 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3530 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3531 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3532 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3533 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3534 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3535 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3536 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3537 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3538 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3539 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3540 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3541 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3542 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3543 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3544 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3545 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3546 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3547 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3548 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3549 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3550 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3551 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3552 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3553 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3554 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3555 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3556 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3557 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3559 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3560 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3561 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3562 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3563 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3564 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3565 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3566 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3567 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3568 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3569 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3570 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3571 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3572 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3573 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3574 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3575 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3576 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3577 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3578 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3579 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3580 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3581 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3582 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3583 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3584 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3585 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3586 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3587 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3588 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3589 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3590 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3592 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3593 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3594 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3595 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3596 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3597 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3598 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3599 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3600 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3601 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3602 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3603 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3604 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3605 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3606 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3607 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3608 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3609 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3610 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3611 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3612 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3613 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3614 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3615 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3616 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3617 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3618 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3619 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3620 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3621 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3622 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3623 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3625 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3626 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3627 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3628 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3629 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3630 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3631 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3632 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3633 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3634 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3635 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3636 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3637 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3638 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3639 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3640 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3641 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3642 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3643 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3644 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3645 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3646 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3647 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3648 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3649 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3650 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3651 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3652 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3653 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3654 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3655 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3656 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3658 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3659 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3660 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3661 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3662 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3663 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3664 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3665 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3666 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3667 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3668 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3669 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3670 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3671 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3672 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3673 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3674 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3675 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3676 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3677 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3678 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3679 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3680 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3681 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3682 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3683 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3684 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3685 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3686 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3687 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3688 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3689 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3691 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3692 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3693 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3694 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3695 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3696 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3697 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3698 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3699 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3700 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3701 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3702 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3703 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3704 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3705 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3706 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3707 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3708 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3709 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3710 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3711 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3712 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3713 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3714 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3715 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3716 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3717 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3718 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3719 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3720 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3721 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3722 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3724 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3725 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3726 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3727 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3728 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3729 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3730 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3731 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3732 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3733 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3734 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3735 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3736 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3737 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3738 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3739 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3740 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3741 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3742 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3743 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3744 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3745 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3746 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3747 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3748 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3749 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3750 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3751 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3752 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3753 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3754 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3755 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3757 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3758 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3759 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3760 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3761 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3762 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3763 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3764 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3765 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3766 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3767 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3768 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3769 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3770 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3771 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3772 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3773 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3774 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3775 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3776 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3777 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3778 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3779 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3780 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3781 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3782 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3783 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3784 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3785 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3786 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3787 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3788 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3789 /* Sampler states */
3790 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3791 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3792 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3793 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3794 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3795 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3796 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3797 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3798 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3799 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3800 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3801 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3802 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3803 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3804 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3805 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3807 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3808 /* Transform states follow */
3809 { /* 1, undefined */ 0, state_undefined },
3810 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3811 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3812 { /* 4, undefined */ 0, state_undefined },
3813 { /* 5, undefined */ 0, state_undefined },
3814 { /* 6, undefined */ 0, state_undefined },
3815 { /* 7, undefined */ 0, state_undefined },
3816 { /* 8, undefined */ 0, state_undefined },
3817 { /* 9, undefined */ 0, state_undefined },
3818 { /* 10, undefined */ 0, state_undefined },
3819 { /* 11, undefined */ 0, state_undefined },
3820 { /* 12, undefined */ 0, state_undefined },
3821 { /* 13, undefined */ 0, state_undefined },
3822 { /* 14, undefined */ 0, state_undefined },
3823 { /* 15, undefined */ 0, state_undefined },
3824 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3825 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3826 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3827 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3828 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3829 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3830 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3831 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3832 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3833 { /* 24, undefined */ 0, state_undefined },
3834 { /* 25, undefined */ 0, state_undefined },
3835 { /* 26, undefined */ 0, state_undefined },
3836 { /* 27, undefined */ 0, state_undefined },
3837 { /* 28, undefined */ 0, state_undefined },
3838 { /* 29, undefined */ 0, state_undefined },
3839 { /* 30, undefined */ 0, state_undefined },
3840 { /* 31, undefined */ 0, state_undefined },
3841 { /* 32, undefined */ 0, state_undefined },
3842 { /* 33, undefined */ 0, state_undefined },
3843 { /* 34, undefined */ 0, state_undefined },
3844 { /* 35, undefined */ 0, state_undefined },
3845 { /* 36, undefined */ 0, state_undefined },
3846 { /* 37, undefined */ 0, state_undefined },
3847 { /* 38, undefined */ 0, state_undefined },
3848 { /* 39, undefined */ 0, state_undefined },
3849 { /* 40, undefined */ 0, state_undefined },
3850 { /* 41, undefined */ 0, state_undefined },
3851 { /* 42, undefined */ 0, state_undefined },
3852 { /* 43, undefined */ 0, state_undefined },
3853 { /* 44, undefined */ 0, state_undefined },
3854 { /* 45, undefined */ 0, state_undefined },
3855 { /* 46, undefined */ 0, state_undefined },
3856 { /* 47, undefined */ 0, state_undefined },
3857 { /* 48, undefined */ 0, state_undefined },
3858 { /* 49, undefined */ 0, state_undefined },
3859 { /* 50, undefined */ 0, state_undefined },
3860 { /* 51, undefined */ 0, state_undefined },
3861 { /* 52, undefined */ 0, state_undefined },
3862 { /* 53, undefined */ 0, state_undefined },
3863 { /* 54, undefined */ 0, state_undefined },
3864 { /* 55, undefined */ 0, state_undefined },
3865 { /* 56, undefined */ 0, state_undefined },
3866 { /* 57, undefined */ 0, state_undefined },
3867 { /* 58, undefined */ 0, state_undefined },
3868 { /* 59, undefined */ 0, state_undefined },
3869 { /* 60, undefined */ 0, state_undefined },
3870 { /* 61, undefined */ 0, state_undefined },
3871 { /* 62, undefined */ 0, state_undefined },
3872 { /* 63, undefined */ 0, state_undefined },
3873 { /* 64, undefined */ 0, state_undefined },
3874 { /* 65, undefined */ 0, state_undefined },
3875 { /* 66, undefined */ 0, state_undefined },
3876 { /* 67, undefined */ 0, state_undefined },
3877 { /* 68, undefined */ 0, state_undefined },
3878 { /* 69, undefined */ 0, state_undefined },
3879 { /* 70, undefined */ 0, state_undefined },
3880 { /* 71, undefined */ 0, state_undefined },
3881 { /* 72, undefined */ 0, state_undefined },
3882 { /* 73, undefined */ 0, state_undefined },
3883 { /* 74, undefined */ 0, state_undefined },
3884 { /* 75, undefined */ 0, state_undefined },
3885 { /* 76, undefined */ 0, state_undefined },
3886 { /* 77, undefined */ 0, state_undefined },
3887 { /* 78, undefined */ 0, state_undefined },
3888 { /* 79, undefined */ 0, state_undefined },
3889 { /* 80, undefined */ 0, state_undefined },
3890 { /* 81, undefined */ 0, state_undefined },
3891 { /* 82, undefined */ 0, state_undefined },
3892 { /* 83, undefined */ 0, state_undefined },
3893 { /* 84, undefined */ 0, state_undefined },
3894 { /* 85, undefined */ 0, state_undefined },
3895 { /* 86, undefined */ 0, state_undefined },
3896 { /* 87, undefined */ 0, state_undefined },
3897 { /* 88, undefined */ 0, state_undefined },
3898 { /* 89, undefined */ 0, state_undefined },
3899 { /* 90, undefined */ 0, state_undefined },
3900 { /* 91, undefined */ 0, state_undefined },
3901 { /* 92, undefined */ 0, state_undefined },
3902 { /* 93, undefined */ 0, state_undefined },
3903 { /* 94, undefined */ 0, state_undefined },
3904 { /* 95, undefined */ 0, state_undefined },
3905 { /* 96, undefined */ 0, state_undefined },
3906 { /* 97, undefined */ 0, state_undefined },
3907 { /* 98, undefined */ 0, state_undefined },
3908 { /* 99, undefined */ 0, state_undefined },
3909 { /*100, undefined */ 0, state_undefined },
3910 { /*101, undefined */ 0, state_undefined },
3911 { /*102, undefined */ 0, state_undefined },
3912 { /*103, undefined */ 0, state_undefined },
3913 { /*104, undefined */ 0, state_undefined },
3914 { /*105, undefined */ 0, state_undefined },
3915 { /*106, undefined */ 0, state_undefined },
3916 { /*107, undefined */ 0, state_undefined },
3917 { /*108, undefined */ 0, state_undefined },
3918 { /*109, undefined */ 0, state_undefined },
3919 { /*110, undefined */ 0, state_undefined },
3920 { /*111, undefined */ 0, state_undefined },
3921 { /*112, undefined */ 0, state_undefined },
3922 { /*113, undefined */ 0, state_undefined },
3923 { /*114, undefined */ 0, state_undefined },
3924 { /*115, undefined */ 0, state_undefined },
3925 { /*116, undefined */ 0, state_undefined },
3926 { /*117, undefined */ 0, state_undefined },
3927 { /*118, undefined */ 0, state_undefined },
3928 { /*119, undefined */ 0, state_undefined },
3929 { /*120, undefined */ 0, state_undefined },
3930 { /*121, undefined */ 0, state_undefined },
3931 { /*122, undefined */ 0, state_undefined },
3932 { /*123, undefined */ 0, state_undefined },
3933 { /*124, undefined */ 0, state_undefined },
3934 { /*125, undefined */ 0, state_undefined },
3935 { /*126, undefined */ 0, state_undefined },
3936 { /*127, undefined */ 0, state_undefined },
3937 { /*128, undefined */ 0, state_undefined },
3938 { /*129, undefined */ 0, state_undefined },
3939 { /*130, undefined */ 0, state_undefined },
3940 { /*131, undefined */ 0, state_undefined },
3941 { /*132, undefined */ 0, state_undefined },
3942 { /*133, undefined */ 0, state_undefined },
3943 { /*134, undefined */ 0, state_undefined },
3944 { /*135, undefined */ 0, state_undefined },
3945 { /*136, undefined */ 0, state_undefined },
3946 { /*137, undefined */ 0, state_undefined },
3947 { /*138, undefined */ 0, state_undefined },
3948 { /*139, undefined */ 0, state_undefined },
3949 { /*140, undefined */ 0, state_undefined },
3950 { /*141, undefined */ 0, state_undefined },
3951 { /*142, undefined */ 0, state_undefined },
3952 { /*143, undefined */ 0, state_undefined },
3953 { /*144, undefined */ 0, state_undefined },
3954 { /*145, undefined */ 0, state_undefined },
3955 { /*146, undefined */ 0, state_undefined },
3956 { /*147, undefined */ 0, state_undefined },
3957 { /*148, undefined */ 0, state_undefined },
3958 { /*149, undefined */ 0, state_undefined },
3959 { /*150, undefined */ 0, state_undefined },
3960 { /*151, undefined */ 0, state_undefined },
3961 { /*152, undefined */ 0, state_undefined },
3962 { /*153, undefined */ 0, state_undefined },
3963 { /*154, undefined */ 0, state_undefined },
3964 { /*155, undefined */ 0, state_undefined },
3965 { /*156, undefined */ 0, state_undefined },
3966 { /*157, undefined */ 0, state_undefined },
3967 { /*158, undefined */ 0, state_undefined },
3968 { /*159, undefined */ 0, state_undefined },
3969 { /*160, undefined */ 0, state_undefined },
3970 { /*161, undefined */ 0, state_undefined },
3971 { /*162, undefined */ 0, state_undefined },
3972 { /*163, undefined */ 0, state_undefined },
3973 { /*164, undefined */ 0, state_undefined },
3974 { /*165, undefined */ 0, state_undefined },
3975 { /*166, undefined */ 0, state_undefined },
3976 { /*167, undefined */ 0, state_undefined },
3977 { /*168, undefined */ 0, state_undefined },
3978 { /*169, undefined */ 0, state_undefined },
3979 { /*170, undefined */ 0, state_undefined },
3980 { /*171, undefined */ 0, state_undefined },
3981 { /*172, undefined */ 0, state_undefined },
3982 { /*173, undefined */ 0, state_undefined },
3983 { /*174, undefined */ 0, state_undefined },
3984 { /*175, undefined */ 0, state_undefined },
3985 { /*176, undefined */ 0, state_undefined },
3986 { /*177, undefined */ 0, state_undefined },
3987 { /*178, undefined */ 0, state_undefined },
3988 { /*179, undefined */ 0, state_undefined },
3989 { /*180, undefined */ 0, state_undefined },
3990 { /*181, undefined */ 0, state_undefined },
3991 { /*182, undefined */ 0, state_undefined },
3992 { /*183, undefined */ 0, state_undefined },
3993 { /*184, undefined */ 0, state_undefined },
3994 { /*185, undefined */ 0, state_undefined },
3995 { /*186, undefined */ 0, state_undefined },
3996 { /*187, undefined */ 0, state_undefined },
3997 { /*188, undefined */ 0, state_undefined },
3998 { /*189, undefined */ 0, state_undefined },
3999 { /*190, undefined */ 0, state_undefined },
4000 { /*191, undefined */ 0, state_undefined },
4001 { /*192, undefined */ 0, state_undefined },
4002 { /*193, undefined */ 0, state_undefined },
4003 { /*194, undefined */ 0, state_undefined },
4004 { /*195, undefined */ 0, state_undefined },
4005 { /*196, undefined */ 0, state_undefined },
4006 { /*197, undefined */ 0, state_undefined },
4007 { /*198, undefined */ 0, state_undefined },
4008 { /*199, undefined */ 0, state_undefined },
4009 { /*200, undefined */ 0, state_undefined },
4010 { /*201, undefined */ 0, state_undefined },
4011 { /*202, undefined */ 0, state_undefined },
4012 { /*203, undefined */ 0, state_undefined },
4013 { /*204, undefined */ 0, state_undefined },
4014 { /*205, undefined */ 0, state_undefined },
4015 { /*206, undefined */ 0, state_undefined },
4016 { /*207, undefined */ 0, state_undefined },
4017 { /*208, undefined */ 0, state_undefined },
4018 { /*209, undefined */ 0, state_undefined },
4019 { /*210, undefined */ 0, state_undefined },
4020 { /*211, undefined */ 0, state_undefined },
4021 { /*212, undefined */ 0, state_undefined },
4022 { /*213, undefined */ 0, state_undefined },
4023 { /*214, undefined */ 0, state_undefined },
4024 { /*215, undefined */ 0, state_undefined },
4025 { /*216, undefined */ 0, state_undefined },
4026 { /*217, undefined */ 0, state_undefined },
4027 { /*218, undefined */ 0, state_undefined },
4028 { /*219, undefined */ 0, state_undefined },
4029 { /*220, undefined */ 0, state_undefined },
4030 { /*221, undefined */ 0, state_undefined },
4031 { /*222, undefined */ 0, state_undefined },
4032 { /*223, undefined */ 0, state_undefined },
4033 { /*224, undefined */ 0, state_undefined },
4034 { /*225, undefined */ 0, state_undefined },
4035 { /*226, undefined */ 0, state_undefined },
4036 { /*227, undefined */ 0, state_undefined },
4037 { /*228, undefined */ 0, state_undefined },
4038 { /*229, undefined */ 0, state_undefined },
4039 { /*230, undefined */ 0, state_undefined },
4040 { /*231, undefined */ 0, state_undefined },
4041 { /*232, undefined */ 0, state_undefined },
4042 { /*233, undefined */ 0, state_undefined },
4043 { /*234, undefined */ 0, state_undefined },
4044 { /*235, undefined */ 0, state_undefined },
4045 { /*236, undefined */ 0, state_undefined },
4046 { /*237, undefined */ 0, state_undefined },
4047 { /*238, undefined */ 0, state_undefined },
4048 { /*239, undefined */ 0, state_undefined },
4049 { /*240, undefined */ 0, state_undefined },
4050 { /*241, undefined */ 0, state_undefined },
4051 { /*242, undefined */ 0, state_undefined },
4052 { /*243, undefined */ 0, state_undefined },
4053 { /*244, undefined */ 0, state_undefined },
4054 { /*245, undefined */ 0, state_undefined },
4055 { /*246, undefined */ 0, state_undefined },
4056 { /*247, undefined */ 0, state_undefined },
4057 { /*248, undefined */ 0, state_undefined },
4058 { /*249, undefined */ 0, state_undefined },
4059 { /*250, undefined */ 0, state_undefined },
4060 { /*251, undefined */ 0, state_undefined },
4061 { /*252, undefined */ 0, state_undefined },
4062 { /*253, undefined */ 0, state_undefined },
4063 { /*254, undefined */ 0, state_undefined },
4064 { /*255, undefined */ 0, state_undefined },
4066 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4067 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4068 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4069 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4070 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4071 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4072 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4073 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4074 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4075 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4076 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4077 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4078 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4079 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4080 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4081 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4082 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4083 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4084 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4085 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4086 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4087 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4088 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4089 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4090 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4091 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4092 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4093 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4094 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4095 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4096 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4097 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4098 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4099 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4100 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4101 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4102 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4103 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4104 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4105 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4106 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4107 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4108 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4109 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4110 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4111 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4112 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4113 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4114 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4115 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4116 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4117 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4118 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4119 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4120 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4121 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4122 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4123 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4124 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4125 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4126 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4127 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4128 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4129 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4130 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4131 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4132 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4133 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4134 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4135 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4136 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4137 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4138 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4139 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4140 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4141 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4142 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4143 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4144 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4145 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4146 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4147 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4148 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4149 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4150 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4151 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4152 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4153 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4154 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4155 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4156 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4157 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4158 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4159 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4160 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4161 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4162 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4163 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4164 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4165 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4166 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4167 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4168 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4169 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4170 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4171 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4172 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4173 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4174 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4175 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4176 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4177 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4178 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4179 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4180 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4181 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4182 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4183 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4184 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4185 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4186 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4187 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4188 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4189 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4190 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4191 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4192 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4193 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4194 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4195 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4196 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4197 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4198 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4199 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4200 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4201 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4202 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4203 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4204 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4205 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4206 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4207 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4208 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4209 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4210 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4211 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4212 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4213 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4214 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4215 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4216 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4217 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4218 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4219 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4220 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4221 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4222 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4223 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4224 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4225 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4226 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4227 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4228 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4229 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4230 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4231 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4232 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4233 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4234 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4235 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4236 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4237 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4238 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4239 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4240 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4241 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4242 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4243 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4244 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4245 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4246 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4247 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4248 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4249 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4250 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4251 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4252 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4253 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4254 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4255 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4256 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4257 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4258 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4259 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4260 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4261 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4262 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4263 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4264 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4265 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4266 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4267 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4268 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4269 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4270 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4271 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4272 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4273 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4274 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4275 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4276 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4277 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4278 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4279 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4280 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4281 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4282 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4283 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4284 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4285 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4286 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4287 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4288 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4289 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4290 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4291 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4292 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4293 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4294 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4295 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4296 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4297 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4298 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4299 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4300 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4301 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4302 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4303 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4304 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4305 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4306 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4307 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4308 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4309 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4310 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4311 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4312 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4313 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4314 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4315 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4316 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4317 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4318 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4319 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4320 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4321 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4322 /* Various Vertex states follow */
4323 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4324 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4325 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4326 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4327 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4328 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4329 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4331 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4332 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4333 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4334 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4335 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4336 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4337 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4338 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4340 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4342 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4343 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4344 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4345 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4346 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4347 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4348 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4349 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4350 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4351 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4352 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4353 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4354 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4355 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4356 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4357 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4358 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4359 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4360 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4361 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4362 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4363 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4364 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4365 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4366 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4367 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4368 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4369 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4370 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4371 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4372 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4373 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },