wined3d: Do not allocate surfaces unless needed.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
38
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
42      */
43     if(STATE_IS_RENDER(state)) {
44         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46     } else {
47         /* Shouldn't have an unknown type here */
48         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
49     }
50 }
51
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54      * list without causing confusing terminal output. Deliberately no special debug name here
55      * because its undefined.
56      */
57     WARN("undefined state %d\n", state);
58 }
59
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
62
63     switch(Value) {
64         case WINED3DFILL_POINT:
65             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67             break;
68         case WINED3DFILL_WIREFRAME:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71             break;
72         case WINED3DFILL_SOLID:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75             break;
76         default:
77             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
78     }
79 }
80
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82     BOOL transformed;
83
84     /* Lighting is not enabled if transformed vertices are drawn
85      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86      * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87      * vertex declaration appplying function calls this function for updating
88      */
89
90     if(isStateDirty(context, STATE_VDECL)) {
91         return;
92     }
93
94     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
97
98     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99         glEnable(GL_LIGHTING);
100         checkGLcall("glEnable GL_LIGHTING");
101     } else {
102         glDisable(GL_LIGHTING);
103         checkGLcall("glDisable GL_LIGHTING");
104     }
105 }
106
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108     /* No z test without depth stencil buffers */
109     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111         checkGLcall("glDisable GL_DEPTH_TEST");
112         return;
113     }
114
115     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116         case WINED3DZB_FALSE:
117             glDisable(GL_DEPTH_TEST);
118             checkGLcall("glDisable GL_DEPTH_TEST");
119             break;
120         case WINED3DZB_TRUE:
121             glEnable(GL_DEPTH_TEST);
122             checkGLcall("glEnable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_USEW:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             FIXME("W buffer is not well handled\n");
128             break;
129         default:
130             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
131     }
132 }
133
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135     /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
136
137     /* If we are culling "back faces with clockwise vertices" then
138        set front faces to be counter clockwise and enable culling
139        of back faces                                               */
140     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141         case WINED3DCULL_NONE:
142             glDisable(GL_CULL_FACE);
143             checkGLcall("glDisable GL_CULL_FACE");
144             break;
145         case WINED3DCULL_CW:
146             glEnable(GL_CULL_FACE);
147             checkGLcall("glEnable GL_CULL_FACE");
148             if (stateblock->wineD3DDevice->render_offscreen) {
149                 glFrontFace(GL_CW);
150                 checkGLcall("glFrontFace GL_CW");
151             } else {
152                 glFrontFace(GL_CCW);
153                 checkGLcall("glFrontFace GL_CCW");
154             }
155             glCullFace(GL_BACK);
156             break;
157         case WINED3DCULL_CCW:
158             glEnable(GL_CULL_FACE);
159             checkGLcall("glEnable GL_CULL_FACE");
160             if (stateblock->wineD3DDevice->render_offscreen) {
161                 glFrontFace(GL_CCW);
162                 checkGLcall("glFrontFace GL_CCW");
163             } else {
164                 glFrontFace(GL_CW);
165                 checkGLcall("glFrontFace GL_CW");
166             }
167             glCullFace(GL_BACK);
168             break;
169         default:
170             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
171     }
172 }
173
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176         case WINED3DSHADE_FLAT:
177             glShadeModel(GL_FLAT);
178             checkGLcall("glShadeModel(GL_FLAT)");
179             break;
180         case WINED3DSHADE_GOURAUD:
181             glShadeModel(GL_SMOOTH);
182             checkGLcall("glShadeModel(GL_SMOOTH)");
183             break;
184         case WINED3DSHADE_PHONG:
185             FIXME("WINED3DSHADE_PHONG isn't supported\n");
186             break;
187         default:
188             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
189     }
190 }
191
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194         glEnable(GL_DITHER);
195         checkGLcall("glEnable GL_DITHER");
196     } else {
197         glDisable(GL_DITHER);
198         checkGLcall("glDisable GL_DITHER");
199     }
200 }
201
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204      * this has to be merged with ZENABLE and ZFUNC
205      */
206     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207         glDepthMask(1);
208         checkGLcall("glDepthMask(1)");
209     } else {
210         glDepthMask(0);
211         checkGLcall("glDepthMask(0)");
212     }
213 }
214
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
217
218     if(glParm) {
219         glDepthFunc(glParm);
220         checkGLcall("glDepthFunc");
221     }
222 }
223
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225     float col[4];
226     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227
228     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230     checkGLcall("glLightModel for MODEL_AMBIENT");
231 }
232
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234     int srcBlend = GL_ZERO;
235     int dstBlend = GL_ZERO;
236
237     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
239         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
240         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241         glEnable(GL_BLEND);
242         checkGLcall("glEnable GL_BLEND");
243     } else {
244         glDisable(GL_BLEND);
245         checkGLcall("glDisable GL_BLEND");
246         /* Nothing more to do - get out */
247         return;
248     };
249
250     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
252         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
253         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
254         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
255         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
256         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
257         case WINED3DBLEND_DESTALPHA          : srcBlend = GL_DST_ALPHA;  break;
258         case WINED3DBLEND_INVDESTALPHA       : srcBlend = GL_ONE_MINUS_DST_ALPHA;  break;
259         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
260         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
261         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
262
263         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
264             dstBlend = GL_SRC_ALPHA;
265             break;
266
267         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269             break;
270
271         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
272         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
273         default:
274             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
275     }
276
277     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
279         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
280         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
281         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
282         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
283         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
284         case WINED3DBLEND_DESTALPHA          : dstBlend = GL_DST_ALPHA;  break;
285         case WINED3DBLEND_INVDESTALPHA       : dstBlend = GL_ONE_MINUS_DST_ALPHA;  break;
286         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
287         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
288         case WINED3DBLEND_SRCALPHASAT        : dstBlend = GL_SRC_ALPHA_SATURATE;  break;
289
290         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
291             srcBlend = GL_SRC_ALPHA;
292             break;
293
294         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296             break;
297
298         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
299         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
300         default:
301             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
302     }
303
304     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306         glEnable(GL_LINE_SMOOTH);
307         checkGLcall("glEnable(GL_LINE_SMOOTH)");
308         if(srcBlend != GL_SRC_ALPHA) {
309             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310             srcBlend = GL_SRC_ALPHA;
311         }
312         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
315         }
316     } else {
317         glDisable(GL_LINE_SMOOTH);
318         checkGLcall("glDisable(GL_LINE_SMOOTH)");
319     }
320
321     TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322     glBlendFunc(srcBlend, dstBlend);
323     checkGLcall("glBlendFunc");
324 }
325
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327     float col[4];
328
329     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331     glBlendColor (col[0],col[1],col[2],col[3]);
332     checkGLcall("glBlendColor");
333 }
334
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336     int glParm = 0;
337     float ref;
338     BOOL enable_ckey = FALSE;
339
340     IWineD3DSurfaceImpl *surf;
341
342     /* Find out if the texture on the first stage has a ckey set
343      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346      * in case it finds some texture+colorkeyenable combination which needs extra care.
347      */
348     if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
350
351         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352             const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355              * surface has alpha bits
356              */
357             if(fmt->alphaMask == 0x00000000) {
358                 enable_ckey = TRUE;
359             }
360         }
361     }
362
363     if(enable_ckey || context->last_was_ckey) {
364         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
365     }
366     context->last_was_ckey = enable_ckey;
367
368     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370         glEnable(GL_ALPHA_TEST);
371         checkGLcall("glEnable GL_ALPHA_TEST");
372     } else {
373         glDisable(GL_ALPHA_TEST);
374         checkGLcall("glDisable GL_ALPHA_TEST");
375         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376          * enable call
377          */
378         return;
379     }
380
381     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382         glParm = GL_NOTEQUAL;
383         ref = 0.0;
384     } else {
385         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
387     }
388     if(glParm) {
389         glAlphaFunc(glParm, ref);
390         checkGLcall("glAlphaFunc");
391     }
392 }
393
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395     DWORD enable  = 0xFFFFFFFF;
396     DWORD disable = 0x00000000;
397
398     if (use_vs(stateblock->wineD3DDevice)) {
399         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401          * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402          * of that - don't do anything here and keep them disabled
403          */
404         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405             static BOOL warned = FALSE;
406             if(!warned) {
407                 FIXME("Clipping not supported with vertex shaders\n");
408                 warned = TRUE;
409             }
410         }
411         return;
412     }
413
414     /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415      * of already set values
416      */
417
418     /* If enabling / disabling all
419      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
420      */
421     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424     } else {
425         disable = 0xffffffff;
426         enable  = 0x00;
427     }
428
429     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
430     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
431     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
432     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
433     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
434     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
435
436     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
442
443     /** update clipping status */
444     if (enable) {
445         stateblock->clip_status.ClipUnion = 0;
446         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447     } else {
448         stateblock->clip_status.ClipUnion = 0;
449         stateblock->clip_status.ClipIntersection = 0;
450     }
451 }
452
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454     int glParm = GL_FUNC_ADD;
455
456     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458         return;
459     }
460
461     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462         case WINED3DBLENDOP_ADD              : glParm = GL_FUNC_ADD;              break;
463         case WINED3DBLENDOP_SUBTRACT         : glParm = GL_FUNC_SUBTRACT;         break;
464         case WINED3DBLENDOP_REVSUBTRACT      : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465         case WINED3DBLENDOP_MIN              : glParm = GL_MIN;                   break;
466         case WINED3DBLENDOP_MAX              : glParm = GL_MAX;                   break;
467         default:
468             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
469     }
470
471     TRACE("glBlendEquation(%x)\n", glParm);
472     GL_EXTCALL(glBlendEquation(glParm));
473     checkGLcall("glBlendEquation");
474 }
475
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480      * specular color. This is wrong:
481      * Separate specular color means the specular colour is maintained separately, whereas
482      * single color means it is merged in. However in both cases they are being used to
483      * some extent.
484      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486      * running 1.4 yet!
487      *
488      *
489      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490      * Instead, we need to setup the FinalCombiner properly.
491      *
492      * The default setup for the FinalCombiner is:
493      *
494      * <variable>       <input>                             <mapping>               <usage>
495      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
497      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
498      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
499      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
500      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
501      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
502      *
503      * That's pretty much fine as it is, except for variable B, which needs to take
504      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505      * whether WINED3DRS_SPECULARENABLE is enabled or not.
506      */
507
508     TRACE("Setting specular enable state\n");
509     /* TODO: Add to the material setting functions */
510     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512         checkGLcall("glMaterialfv");
513         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514             glEnable(GL_COLOR_SUM_EXT);
515         } else {
516             TRACE("Specular colors cannot be enabled in this version of opengl\n");
517         }
518         checkGLcall("glEnable(GL_COLOR_SUM)");
519
520         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522             checkGLcall("glFinalCombinerInputNV()");
523         }
524     } else {
525         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
526
527         /* for the case of enabled lighting: */
528         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529         checkGLcall("glMaterialfv");
530
531         /* for the case of disabled lighting: */
532         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533             glDisable(GL_COLOR_SUM_EXT);
534         } else {
535             TRACE("Specular colors cannot be disabled in this version of opengl\n");
536         }
537         checkGLcall("glDisable(GL_COLOR_SUM)");
538
539         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541             checkGLcall("glFinalCombinerInputNV()");
542         }
543     }
544 }
545
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547     unsigned int i;
548
549     /* Note the texture color applies to all textures whereas
550      * GL_TEXTURE_ENV_COLOR applies to active only
551      */
552     float col[4];
553     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
554
555     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556         /* And now the default texture color as well */
557         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558             /* Note the WINED3DRS value applies to all textures, but GL has one
559              * per texture, so apply it now ready to be used!
560              */
561             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563                 checkGLcall("glActiveTextureARB");
564             } else if (i>0) {
565                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
566             }
567
568             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
570         }
571     } else {
572         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
573     }
574 }
575
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581                 checkGLcall("glStencilFuncSeparate(...)");
582                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583                 checkGLcall("glStencilOpSeparate(...)");
584         }
585             else
586 #endif
587     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590         GL_EXTCALL(glActiveStencilFaceEXT(face));
591         checkGLcall("glActiveStencilFaceEXT(...)");
592         glStencilFunc(func, ref, mask);
593         checkGLcall("glStencilFunc(...)");
594         glStencilOp(stencilFail, depthFail, stencilPass);
595         checkGLcall("glStencilOp(...)");
596     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598         checkGLcall("glStencilFuncSeparateATI(...)");
599         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600         checkGLcall("glStencilOpSeparateATI(...)");
601     } else {
602         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
603     }
604 }
605
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608     DWORD onesided_enable = FALSE;
609     DWORD twosided_enable = FALSE;
610     GLint func = GL_ALWAYS;
611     GLint func_ccw = GL_ALWAYS;
612     GLint ref = 0;
613     GLuint mask = 0;
614     GLint stencilFail = GL_KEEP;
615     GLint depthFail = GL_KEEP;
616     GLint stencilPass = GL_KEEP;
617     GLint stencilFail_ccw = GL_KEEP;
618     GLint depthFail_ccw = GL_KEEP;
619     GLint stencilPass_ccw = GL_KEEP;
620
621     /* No stencil test without a stencil buffer */
622     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623         glDisable(GL_STENCIL_TEST);
624         checkGLcall("glDisable GL_STENCIL_TEST");
625         return;
626     }
627
628     if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629         onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630     if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631         twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632     if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633         if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634             func = GL_ALWAYS;
635     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636         if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637             func = GL_ALWAYS;
638     if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639         ref = stateblock->renderState[WINED3DRS_STENCILREF];
640     if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641         mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642     if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643         stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644     if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645         depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646     if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647         stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649         stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651         depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653         stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
654
655     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658     onesided_enable, twosided_enable, ref, mask,
659     func, stencilFail, depthFail, stencilPass,
660     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
661
662     if (twosided_enable) {
663         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665     } else {
666         if (onesided_enable) {
667             glEnable(GL_STENCIL_TEST);
668             checkGLcall("glEnable GL_STENCIL_TEST");
669             glStencilFunc(func, ref, mask);
670             checkGLcall("glStencilFunc(...)");
671             glStencilOp(stencilFail, depthFail, stencilPass);
672             checkGLcall("glStencilOp(...)");
673         } else {
674             glDisable(GL_STENCIL_TEST);
675             checkGLcall("glDisable GL_STENCIL_TEST");
676         }
677     }
678 }
679
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681     if(stateblock->wineD3DDevice->stencilBufferTarget) {
682         glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683     } else {
684         glStencilMask(0);
685     }
686     checkGLcall("glStencilMask");
687 }
688
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690     /* TODO: Put this into the vertex type block once that is in the state table */
691     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694     float fogstart, fogend;
695
696     union {
697         DWORD d;
698         float f;
699     } tmpvalue;
700
701     if (!fogenable) {
702         /* No fog? Disable it, and we're done :-) */
703         glDisable(GL_FOG);
704         checkGLcall("glDisable GL_FOG");
705         if( use_ps(stateblock->wineD3DDevice)
706                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707             /* disable fog in the pixel shader
708              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709              * -1/(e-s) and e/(e-s) respectively.
710              */
711             glFogf(GL_FOG_START, 0.0f);
712             checkGLcall("glFogf(GL_FOG_START, fogstart");
713             glFogf(GL_FOG_END, 1.0f);
714             checkGLcall("glFogf(GL_FOG_END, fogend");
715         }
716         return;
717     }
718
719     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720     fogstart = tmpvalue.f;
721     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722     fogend = tmpvalue.f;
723
724     /* Fog Rules:
725      *
726      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727      * It can use the Z value of the vertex, or the alpha component of the specular color.
728      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
731      *
732      * FOGTABLEMODE != NONE:
733      *  The Z value is used, with the equation specified, no matter what vertex type.
734      *
735      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736      *  Per vertex fog is calculated using the specified fog equation and the parameters
737      *
738      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
741      *
742      *
743      * Rules for vertex fog with shaders:
744      *
745      * When mixing fixed function functionality with the programmable pipeline, D3D expects
746      * the fog computation to happen during transformation while openGL expects it to happen
747      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748      * the pixel shader while openGL always expects the pixel shader to handle the blending.
749      * To solve this problem, WineD3D does:
750      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751      * shader,
752      * and 2) disables the fog computation (in either the fixed function or programmable
753      * rasterizer) if using a vertex program.
754      *
755      *
756      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757      * without shaders).
758      */
759
760     if( is_ps3 ) {
761         if( !use_vs(stateblock->wineD3DDevice)
762                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
764         }
765     }
766
767     if (use_vs(stateblock->wineD3DDevice)
768             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771             /* Disable fog */
772             fogenable = FALSE;
773         } else {
774             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775             glFogi(GL_FOG_MODE, GL_LINEAR);
776             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777             fogstart = 1.0;
778             fogend = 0.0;
779         }
780         context->last_was_foggy_shader = TRUE;
781     }
782     else if( use_ps(stateblock->wineD3DDevice) ) {
783         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
785          */
786         WINED3DFOGMODE mode;
787         context->last_was_foggy_shader = FALSE;
788
789         /* If both fogmodes are set use the table fog mode */
790         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792         else
793             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
794
795         switch (mode) {
796             case WINED3DFOG_EXP:
797             case WINED3DFOG_EXP2:
798                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799                 /* Disable fog */
800                 fogenable = FALSE;
801                 break;
802
803             case WINED3DFOG_LINEAR:
804                 fogstart = -1.0f/(fogend-fogstart);
805                 fogend *= -fogstart;
806                 break;
807
808             case WINED3DFOG_NONE:
809                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810                 /* Disable fog */
811                 fogenable = FALSE;
812                 break;
813             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
814         }
815     }
816     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817      * the system will apply only pixel(=table) fog effects."
818      */
819     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820         glHint(GL_FOG_HINT, GL_FASTEST);
821         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822         context->last_was_foggy_shader = FALSE;
823
824         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825             /* If processed vertices are used, fall through to the NONE case */
826             case WINED3DFOG_EXP:  {
827                 if(!context->last_was_rhw) {
828                     glFogi(GL_FOG_MODE, GL_EXP);
829                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830                     if(GL_SUPPORT(EXT_FOG_COORD)) {
831                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
833                     }
834                     break;
835                 }
836             }
837             case WINED3DFOG_EXP2: {
838                 if(!context->last_was_rhw) {
839                     glFogi(GL_FOG_MODE, GL_EXP2);
840                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841                     if(GL_SUPPORT(EXT_FOG_COORD)) {
842                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
844                     }
845                     break;
846                 }
847             }
848             case WINED3DFOG_LINEAR: {
849                 if(!context->last_was_rhw) {
850                     glFogi(GL_FOG_MODE, GL_LINEAR);
851                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852                     if(GL_SUPPORT(EXT_FOG_COORD)) {
853                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
855                     }
856                     break;
857                 }
858             }
859             case WINED3DFOG_NONE: {
860                 /* Both are none? According to msdn the alpha channel of the specular
861                  * color contains a fog factor. Set it in drawStridedSlow.
862                  * Same happens with Vertexfog on transformed vertices
863                  */
864                 if(GL_SUPPORT(EXT_FOG_COORD)) {
865                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867                     glFogi(GL_FOG_MODE, GL_LINEAR);
868                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869                     fogstart = 0xff;
870                     fogend = 0x0;
871                 } else {
872                     /* Disable GL fog, handle this in software in drawStridedSlow */
873                     fogenable = FALSE;
874                 }
875                 break;
876             }
877             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
878         }
879     } else {
880         glHint(GL_FOG_HINT, GL_NICEST);
881         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882         context->last_was_foggy_shader = FALSE;
883
884         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885             case WINED3DFOG_EXP:
886                 glFogi(GL_FOG_MODE, GL_EXP);
887                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888                 if(GL_SUPPORT(EXT_FOG_COORD)) {
889                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
891                 }
892                 break;
893
894             case WINED3DFOG_EXP2:
895                 glFogi(GL_FOG_MODE, GL_EXP2);
896                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897                 if(GL_SUPPORT(EXT_FOG_COORD)) {
898                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
900                 }
901                 break;
902
903             case WINED3DFOG_LINEAR:
904                 glFogi(GL_FOG_MODE, GL_LINEAR);
905                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906                 if(GL_SUPPORT(EXT_FOG_COORD)) {
907                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
909                 }
910                 break;
911
912             case WINED3DFOG_NONE:   /* Won't happen */
913             default:
914                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
915         }
916     }
917
918     if(fogenable) {
919         glEnable(GL_FOG);
920         checkGLcall("glEnable GL_FOG");
921
922         glFogfv(GL_FOG_START, &fogstart);
923         checkGLcall("glFogf(GL_FOG_START, fogstart");
924         TRACE("Fog Start == %f\n", fogstart);
925
926         glFogfv(GL_FOG_END, &fogend);
927         checkGLcall("glFogf(GL_FOG_END, fogend");
928         TRACE("Fog End == %f\n", fogend);
929     } else {
930         glDisable(GL_FOG);
931         checkGLcall("glDisable GL_FOG");
932         if( use_ps(stateblock->wineD3DDevice) ) {
933             /* disable fog in the pixel shader
934              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935              * -1/(e-s) and e/(e-s) respectively.
936              */
937             glFogf(GL_FOG_START, 0.0f);
938             checkGLcall("glFogf(GL_FOG_START, fogstart");
939             glFogf(GL_FOG_END, 1.0f);
940             checkGLcall("glFogf(GL_FOG_END, fogend");
941         }
942     }
943
944     if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
946     }
947 }
948
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950     float col[4];
951     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952     glFogfv(GL_FOG_COLOR, &col[0]);
953     checkGLcall("glFog GL_FOG_COLOR");
954 }
955
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957     union {
958         DWORD d;
959         float f;
960     } tmpvalue;
961     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
964 }
965
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969     GLenum Parm = 0;
970     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971     BOOL isDiffuseSupplied;
972
973     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974      * The vertex declaration will call this function if the fixed function pipeline is used.
975      */
976
977     if(isStateDirty(context, STATE_VDECL)) {
978         return;
979     }
980
981     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
982
983     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
984         TRACE("diff %d, amb %d, emis %d, spec %d\n",
985               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
986               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
987               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
988               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
989
990         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992                 Parm = GL_AMBIENT_AND_DIFFUSE;
993             } else {
994                 Parm = GL_DIFFUSE;
995             }
996         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
997             Parm = GL_AMBIENT;
998         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
999             Parm = GL_EMISSION;
1000         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1001             Parm = GL_SPECULAR;
1002         }
1003     }
1004
1005     /* Nothing changed, return. */
1006     if (Parm == context->tracking_parm) return;
1007
1008     if(!Parm) {
1009         glDisable(GL_COLOR_MATERIAL);
1010         checkGLcall("glDisable GL_COLOR_MATERIAL");
1011     } else {
1012         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1013         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1014         glEnable(GL_COLOR_MATERIAL);
1015         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1016     }
1017
1018     /* Apparently calls to glMaterialfv are ignored for properties we're
1019      * tracking with glColorMaterial, so apply those here. */
1020     switch (context->tracking_parm) {
1021         case GL_AMBIENT_AND_DIFFUSE:
1022             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1023             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1024             checkGLcall("glMaterialfv");
1025             break;
1026
1027         case GL_DIFFUSE:
1028             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029             checkGLcall("glMaterialfv");
1030             break;
1031
1032         case GL_AMBIENT:
1033             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034             checkGLcall("glMaterialfv");
1035             break;
1036
1037         case GL_EMISSION:
1038             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039             checkGLcall("glMaterialfv");
1040             break;
1041
1042         case GL_SPECULAR:
1043             /* Only change material color if specular is enabled, otherwise it is set to black */
1044             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1045                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1046                 checkGLcall("glMaterialfv");
1047             } else {
1048                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1049                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1050                 checkGLcall("glMaterialfv");
1051             }
1052             break;
1053     }
1054
1055     context->tracking_parm = Parm;
1056 }
1057
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1059     union {
1060         DWORD                 d;
1061         WINED3DLINEPATTERN    lp;
1062     } tmppattern;
1063     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1064
1065     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1066
1067     if (tmppattern.lp.wRepeatFactor) {
1068         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1069         checkGLcall("glLineStipple(repeat, linepattern)");
1070         glEnable(GL_LINE_STIPPLE);
1071         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1072     } else {
1073         glDisable(GL_LINE_STIPPLE);
1074         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1075     }
1076 }
1077
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079     union {
1080         DWORD d;
1081         float f;
1082     } tmpvalue;
1083
1084     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1085         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1086         TRACE("ZBias value %f\n", tmpvalue.f);
1087         glPolygonOffset(0, -tmpvalue.f);
1088         checkGLcall("glPolygonOffset(0, -Value)");
1089         glEnable(GL_POLYGON_OFFSET_FILL);
1090         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1091         glEnable(GL_POLYGON_OFFSET_LINE);
1092         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1093         glEnable(GL_POLYGON_OFFSET_POINT);
1094         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1095     } else {
1096         glDisable(GL_POLYGON_OFFSET_FILL);
1097         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1098         glDisable(GL_POLYGON_OFFSET_LINE);
1099         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1100         glDisable(GL_POLYGON_OFFSET_POINT);
1101         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1102     }
1103 }
1104
1105
1106 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1108         glEnable(GL_NORMALIZE);
1109         checkGLcall("glEnable(GL_NORMALIZE);");
1110     } else {
1111         glDisable(GL_NORMALIZE);
1112         checkGLcall("glDisable(GL_NORMALIZE);");
1113     }
1114 }
1115
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117     union {
1118         DWORD d;
1119         float f;
1120     } tmpvalue;
1121
1122     /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1123     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1124     TRACE("Set point size to %f\n", tmpvalue.f);
1125     glPointSize(tmpvalue.f);
1126     checkGLcall("glPointSize(...);");
1127 }
1128
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1130     union {
1131         DWORD d;
1132         float f;
1133     } tmpvalue;
1134
1135     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1136     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1137         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1138         checkGLcall("glPointParameterfARB(...");
1139     }
1140     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1141         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1142         checkGLcall("glPointParameterfEXT(...);");
1143     } else if(tmpvalue.f != 1.0) {
1144         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1145     }
1146 }
1147
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1149     union {
1150         DWORD d;
1151         float f;
1152     } tmpvalue;
1153
1154     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1155     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1156         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1157         checkGLcall("glPointParameterfARB(...");
1158     }
1159     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1160         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1161         checkGLcall("glPointParameterfEXT(...);");
1162     } else if(tmpvalue.f != 64.0) {
1163         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1164     }
1165 }
1166
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168     /* TODO: Group this with the viewport */
1169     /*
1170      * POINTSCALEENABLE controls how point size value is treated. If set to
1171      * true, the point size is scaled with respect to height of viewport.
1172      * When set to false point size is in pixels.
1173      *
1174      * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1175      */
1176
1177     /* Default values */
1178     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1179
1180     /*
1181      * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1182      * This means that OpenGL will clamp really small point sizes to 1.0f.
1183      * To correct for this we need to multiply by the scale factor when sizes
1184      * are less than 1.0f. scale_factor =  1.0f / point_size.
1185      */
1186     GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187     if(pointSize > 0.0f) {
1188         GLfloat scaleFactor;
1189
1190         if(pointSize < 1.0f) {
1191             scaleFactor = pointSize * pointSize;
1192         } else {
1193             scaleFactor = 1.0f;
1194         }
1195
1196         if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1197             att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1198                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1199             att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1200                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1201             att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1202                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1203         }
1204     }
1205
1206     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1209     }
1210     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1213     } else {
1214         TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1215     }
1216 }
1217
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1220
1221     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1222         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1223         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1224         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1225         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1226     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1227                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1228                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1229                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1230     checkGLcall("glColorMask(...)");
1231
1232     /* depends on WINED3DRS_COLORWRITEENABLE. */
1233     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1234        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1235        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1236         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1237             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1238             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1239             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1240     }
1241 }
1242
1243 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1244     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1245         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1246         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1247     } else {
1248         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1250     }
1251 }
1252
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255         TRACE("Last Pixel Drawing Enabled\n");
1256     } else {
1257         static BOOL first = TRUE;
1258         if(first) {
1259             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1260             first = FALSE;
1261         } else {
1262             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1263         }
1264     }
1265 }
1266
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268     unsigned int i;
1269     int val;
1270
1271     /* TODO: NV_POINT_SPRITE */
1272     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273         TRACE("Point sprites not supported\n");
1274         return;
1275     }
1276
1277     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1278         val = GL_TRUE;
1279     } else {
1280         val = GL_FALSE;
1281     }
1282
1283     for (i = 0; i < GL_LIMITS(textures); i++) {
1284         /* Note the WINED3DRS value applies to all textures, but GL has one
1285          * per texture, so apply it now ready to be used!
1286          */
1287         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289             checkGLcall("glActiveTextureARB");
1290         } else if (i==1) {
1291             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1292             break;
1293         }
1294
1295         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1296         checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1297                          "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1298     }
1299 }
1300
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1302     /**
1303      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1304      http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1305      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1306      Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1307      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1308
1309      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1310      */
1311     TRACE("Stub\n");
1312     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1313        stateblock->renderState[WINED3DRS_WRAP1] ||
1314        stateblock->renderState[WINED3DRS_WRAP2] ||
1315        stateblock->renderState[WINED3DRS_WRAP3] ||
1316        stateblock->renderState[WINED3DRS_WRAP4] ||
1317        stateblock->renderState[WINED3DRS_WRAP5] ||
1318        stateblock->renderState[WINED3DRS_WRAP6] ||
1319        stateblock->renderState[WINED3DRS_WRAP7] ||
1320        stateblock->renderState[WINED3DRS_WRAP8] ||
1321        stateblock->renderState[WINED3DRS_WRAP9] ||
1322        stateblock->renderState[WINED3DRS_WRAP10] ||
1323        stateblock->renderState[WINED3DRS_WRAP11] ||
1324        stateblock->renderState[WINED3DRS_WRAP12] ||
1325        stateblock->renderState[WINED3DRS_WRAP13] ||
1326        stateblock->renderState[WINED3DRS_WRAP14] ||
1327        stateblock->renderState[WINED3DRS_WRAP15] ) {
1328         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1329     }
1330 }
1331
1332 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1334         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1335             glEnable(GL_MULTISAMPLE_ARB);
1336             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1337         } else {
1338             glDisable(GL_MULTISAMPLE_ARB);
1339             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1340         }
1341     } else {
1342         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343             ERR("Multisample antialiasing not supported by gl\n");
1344         }
1345     }
1346 }
1347
1348 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1350         glEnable(GL_SCISSOR_TEST);
1351         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1352     } else {
1353         glDisable(GL_SCISSOR_TEST);
1354         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1355     }
1356 }
1357
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359     union {
1360         DWORD d;
1361         float f;
1362     } tmpvalue;
1363
1364     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1365        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1366         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1367         glEnable(GL_POLYGON_OFFSET_FILL);
1368         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1369         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1370         checkGLcall("glPolygonOffset(...)");
1371     } else {
1372         glDisable(GL_POLYGON_OFFSET_FILL);
1373         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1374     }
1375 }
1376
1377 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1379         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1380         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1381     } else {
1382         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1384     }
1385 }
1386
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388     TRACE("Stub\n");
1389     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390         FIXME(" Stippled Alpha not supported yet.\n");
1391 }
1392
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394     TRACE("Stub\n");
1395     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396         FIXME(" Antialias not supported yet.\n");
1397 }
1398
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400     TRACE("Stub\n");
1401     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1403 }
1404
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406     TRACE("Stub\n");
1407     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1409 }
1410
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412     union {
1413         DWORD d;
1414         float f;
1415     } tmpvalue;
1416     tmpvalue.f = 1.0f;
1417
1418     TRACE("Stub\n");
1419     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1420     {
1421         static BOOL displayed = FALSE;
1422
1423         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1424         if(!displayed)
1425             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1426
1427         displayed = TRUE;
1428     }
1429 }
1430
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432     TRACE("Stub\n");
1433     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1435 }
1436
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438     TRACE("Stub\n");
1439     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1441 }
1442
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444     TRACE("Stub\n");
1445     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1447 }
1448
1449
1450 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1451     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1452         FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1453 }
1454
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456     TRACE("Stub\n");
1457     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458         FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1459 }
1460
1461 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1463         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1464     }
1465 }
1466
1467 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1469         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1470     }
1471 }
1472
1473 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1475         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1476     }
1477 }
1478
1479 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1480     if(stateblock->renderState[WINED3DRS_ROP2]) {
1481         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1482     }
1483 }
1484
1485 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1487         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1488     }
1489 }
1490
1491 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1493         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1494     }
1495 }
1496
1497 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1499         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1500     }
1501 }
1502
1503 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1505         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1506     }
1507 }
1508
1509 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1511         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1512     }
1513 }
1514
1515 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1517         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1518     }
1519 }
1520
1521 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1523         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1524     }
1525 }
1526
1527 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1529         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1530     }
1531 }
1532
1533 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1535         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1536     }
1537 }
1538
1539 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1541         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1542     }
1543 }
1544
1545 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1547         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1548     }
1549 }
1550
1551 /* Activates the texture dimension according to the bound D3D texture.
1552  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1553  * Requires the caller to activate the correct unit before
1554  */
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1556     if(stateblock->textures[stage]) {
1557         switch(stateblock->textureDimensions[stage]) {
1558             case GL_TEXTURE_2D:
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)");
1564                 }
1565                 glEnable(GL_TEXTURE_2D);
1566                 checkGLcall("glEnable(GL_TEXTURE_2D)");
1567                 break;
1568             case GL_TEXTURE_3D:
1569                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1570                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1571                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1572                 }
1573                 glDisable(GL_TEXTURE_2D);
1574                 checkGLcall("glDisable(GL_TEXTURE_2D)");
1575                 glEnable(GL_TEXTURE_3D);
1576                 checkGLcall("glEnable(GL_TEXTURE_3D)");
1577                 break;
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)");
1585                 break;
1586         }
1587     } else {
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)");
1595         }
1596         /* Binding textures is done by samplers. A dummy texture will be bound */
1597     }
1598 }
1599
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];
1603
1604     TRACE("Setting color op for stage %d\n", stage);
1605
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 */
1609         return;
1610     }
1611
1612     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1613
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");
1620                 }
1621                 return;
1622             }
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");
1627             return;
1628         }
1629     }
1630
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));
1635         } else {
1636             glDisable(GL_REGISTER_COMBINERS_NV);
1637         }
1638     }
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)");
1650             }
1651         }
1652         /* All done */
1653         return;
1654     }
1655
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
1658      */
1659     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1660         if (mapped_stage != -1) activate_dimensions(stage, stateblock);
1661     }
1662
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],
1670                          mapped_stage);
1671     } else {
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]);
1677     }
1678 }
1679
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;
1684
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");
1693                 }
1694                 return;
1695             }
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");
1701             return;
1702         }
1703     }
1704
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];
1709
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];
1713
1714         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1715            getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1716
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.
1720              *
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.
1723              *
1724              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1725              */
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;
1729         }
1730     }
1731
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,
1736                          mapped_stage);
1737     } else {
1738         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1739                     op, arg1, arg2, arg0);
1740     }
1741 }
1742
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];
1746
1747     if (mapped_stage < 0) return;
1748
1749     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1750         if(mapped_stage >= GL_LIMITS(textures)) {
1751             return;
1752         }
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");
1758         return;
1759     }
1760
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);
1764
1765 }
1766
1767 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
1768
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];
1772
1773     if (mapped_stage == -1) {
1774         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1775         return;
1776     }
1777
1778     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1779         if(mapped_stage >= GL_LIMITS(samplers)) {
1780             return;
1781         }
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");
1787         return;
1788     }
1789
1790     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1791      *
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
1800      */
1801
1802     /*
1803      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1804      */
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)");
1813         break;
1814
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
1819          */
1820         {
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");
1826
1827             glMatrixMode(GL_MODELVIEW);
1828             glPushMatrix();
1829             glLoadIdentity();
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);
1834             glPopMatrix();
1835
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)");
1849         }
1850         break;
1851
1852     case WINED3DTSS_TCI_CAMERASPACENORMAL:
1853         {
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");
1860
1861                 glMatrixMode(GL_MODELVIEW);
1862                 glPushMatrix();
1863                 glLoadIdentity();
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);
1868                 glPopMatrix();
1869
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)");
1882             }
1883         }
1884         break;
1885
1886     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1887         {
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");
1894
1895             glMatrixMode(GL_MODELVIEW);
1896             glPushMatrix();
1897             glLoadIdentity();
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);
1902             glPopMatrix();
1903
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)");
1916             }
1917         }
1918         break;
1919
1920     /* Unhandled types: */
1921     default:
1922         /* Todo: */
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]);
1929         break;
1930     }
1931
1932     /* Update the texture matrix */
1933     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1934         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
1935     }
1936
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
1942          */
1943         loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
1944     }
1945 }
1946
1947 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1948     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1949     union {
1950         DWORD d;
1951         float f;
1952     } tmpvalue;
1953
1954     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1955     if(tmpvalue.f != 0.0) {
1956         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1957     }
1958 }
1959
1960 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1961     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1962     union {
1963         DWORD d;
1964         float f;
1965     } tmpvalue;
1966
1967     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1968     if(tmpvalue.f != 0.0) {
1969         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1970     }
1971 }
1972
1973 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1974     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1975
1976     if(stage >= GL_LIMITS(texture_stages)) {
1977         return;
1978     }
1979
1980     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
1981         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
1982     }
1983 }
1984
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];
1988     union {
1989         float f;
1990         DWORD d;
1991     } tmpvalue;
1992
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
1996      */
1997
1998     if (mapped_stage == -1) {
1999         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2000         return;
2001     }
2002
2003     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2004         if (mapped_stage >= GL_LIMITS(samplers)) {
2005             return;
2006         }
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");
2012         return;
2013     }
2014
2015     if(stateblock->textures[sampler]) {
2016         BOOL texIsPow2 = FALSE;
2017
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
2021          */
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 ) {
2026                     texIsPow2 = TRUE;
2027                 }
2028             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2029                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2030                     texIsPow2 = TRUE;
2031                 }
2032             }
2033
2034             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2035                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2036                 context->lastWasPow2Texture[sampler] = texIsPow2;
2037             }
2038         }
2039
2040         IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2041         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2042
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,
2047                       tmpvalue.f);
2048             checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2049         }
2050
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 */
2054
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 :-)
2059              */
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);
2065             }
2066
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
2070                  */
2071                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2072             }
2073         }
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);
2079             }
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])");
2083     }
2084 }
2085
2086 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2087     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2088
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
2091      */
2092     if(isStateDirty(context, STATE_VDECL) ||
2093        isStateDirty(context, STATE_PIXELSHADER)) {
2094        return;
2095     }
2096     
2097     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2098 }
2099
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;
2105     int i;
2106
2107     if (use_pshader) {
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
2112              */
2113             for(i=0; i < MAX_SAMPLERS; i++) {
2114                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2115                     sampler(STATE_SAMPLER(i), stateblock, context);
2116                 }
2117             }
2118             update_fog = TRUE;
2119         } else {
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.
2122             */
2123         }
2124
2125         /* Compile and bind the shader */
2126         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2127     } else {
2128         /* Disabled the pixel shader - color ops weren't applied
2129          * while it was enabled, so re-apply them.
2130          */
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);
2134             }
2135         }
2136         if(context->last_was_pshader)
2137             update_fog = TRUE;
2138     }
2139
2140     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2141         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2142
2143         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2144             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2145         }
2146     }
2147
2148     if(update_fog)
2149         state_fog(state, stateblock, context);
2150
2151     context->last_was_pshader = use_pshader;
2152 }
2153
2154 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2155     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2156
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
2160          * anyway
2161          */
2162         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2163            !isStateDirty(context, STATE_PIXELSHADER)) {
2164             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2165         }
2166     }
2167 }
2168
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
2171      *
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.
2176      */
2177     glMatrixMode(GL_MODELVIEW);
2178     checkGLcall("glMatrixMode");
2179
2180     if(context->last_was_rhw) {
2181         glLoadIdentity();
2182         checkGLcall("glLoadIdentity()");
2183     } else {
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");
2188         } else {
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");
2193         }
2194     }
2195 }
2196
2197 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2198     UINT index = state - STATE_CLIPPLANE(0);
2199
2200     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2201         return;
2202     }
2203
2204     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2205     glMatrixMode(GL_MODELVIEW);
2206     glPushMatrix();
2207     glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2208
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");
2216
2217     glPopMatrix();
2218 }
2219
2220 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2221     unsigned int k;
2222
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
2227      */
2228
2229     PLIGHTINFOEL *light = NULL;
2230
2231     glMatrixMode(GL_MODELVIEW);
2232     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2233     glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2234     checkGLcall("glLoadMatrixf(...)");
2235
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");
2244     }
2245
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);
2250         }
2251     }
2252
2253     if(context->last_was_rhw) {
2254         glLoadIdentity();
2255         checkGLcall("glLoadIdentity()");
2256         /* No need to update the world matrix, the identity is fine */
2257         return;
2258     }
2259
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.
2262      */
2263     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2264         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2265     }
2266 }
2267
2268 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2269     WARN("World matrix 1 - 255 not supported yet\n");
2270 }
2271
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};
2277
2278 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2279     glMatrixMode(GL_PROJECTION);
2280     checkGLcall("glMatrixMode(GL_PROJECTION)");
2281     glLoadIdentity();
2282     checkGLcall("glLoadIdentity");
2283
2284     if(context->last_was_rhw) {
2285         double X, Y, height, width, minZ, maxZ;
2286
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;
2293
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
2299              */
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);
2303             } else {
2304                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2305             }
2306         } else {
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.
2310              *
2311              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2312              * replacement shader.
2313              */
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);
2317             } else {
2318                 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2319             }
2320         }
2321         checkGLcall("glOrtho");
2322
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)");
2331         }
2332     } else {
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)
2339             instead.                                                               */
2340         glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2341         checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2342
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)");
2348         }
2349         glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2350         checkGLcall("glLoadMatrixf");
2351     }
2352 }
2353
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.
2357  */
2358 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2359     int texture_idx;
2360
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);
2366     }
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);
2370     }
2371 }
2372
2373 /* This should match any arrays loaded in loadNumberedArrays
2374  * TODO: Only load / unload arrays if we have to.
2375  */
2376 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2377     /* disable any attribs (this is the same for both GLSL and ARB modes) */
2378     GLint maxAttribs;
2379     int i;
2380
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)
2385         maxAttribs = 16;
2386     for (i = 0; i < maxAttribs; ++i) {
2387         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2388         checkGLcall("glDisableVertexAttribArrayARB(reg);");
2389     }
2390 }
2391
2392 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2393     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2394     int i;
2395     UINT *offset = stateblock->streamOffset;
2396
2397     /* Default to no instancing */
2398     stateblock->wineD3DDevice->instancedDraw = FALSE;
2399
2400     for (i = 0; i < MAX_ATTRIBS; i++) {
2401
2402         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2403             continue;
2404
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;
2409             continue;
2410         }
2411
2412         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2413
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;
2419             }
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));
2427         } else {
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.
2430              */
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;
2435             }
2436             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2437
2438             switch(strided->u.input[i].dwType) {
2439                 case WINED3DDECLTYPE_FLOAT1:
2440                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2441                     break;
2442                 case WINED3DDECLTYPE_FLOAT2:
2443                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2444                     break;
2445                 case WINED3DDECLTYPE_FLOAT3:
2446                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2447                     break;
2448                 case WINED3DDECLTYPE_FLOAT4:
2449                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2450                     break;
2451
2452                 case WINED3DDECLTYPE_UBYTE4:
2453                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2454                     break;
2455                 case WINED3DDECLTYPE_UBYTE4N:
2456                 case WINED3DDECLTYPE_D3DCOLOR:
2457                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2458                     break;
2459
2460                 case WINED3DDECLTYPE_SHORT2:
2461                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2462                     break;
2463                 case WINED3DDECLTYPE_SHORT4:
2464                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2465                     break;
2466
2467                 case WINED3DDECLTYPE_SHORT2N:
2468                 {
2469                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2470                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2471                     break;
2472                 }
2473                 case WINED3DDECLTYPE_USHORT2N:
2474                 {
2475                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2476                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2477                     break;
2478                 }
2479                 case WINED3DDECLTYPE_SHORT4N:
2480                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2481                     break;
2482                 case WINED3DDECLTYPE_USHORT4N:
2483                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2484                     break;
2485
2486                 case WINED3DDECLTYPE_UDEC3:
2487                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2488                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2489                     break;
2490                 case WINED3DDECLTYPE_DEC3N:
2491                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2492                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2493                     break;
2494
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
2498                      */
2499                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2500                     break;
2501                 case WINED3DDECLTYPE_FLOAT16_4:
2502                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2503                     break;
2504
2505                 case WINED3DDECLTYPE_UNUSED:
2506                 default:
2507                     ERR("Unexpected declaration in stride 0 attributes\n");
2508                     break;
2509
2510             }
2511         }
2512     }
2513 }
2514
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;
2521
2522     TRACE("Using fast vertex array code\n");
2523
2524     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2525     stateblock->wineD3DDevice->instancedDraw = FALSE;
2526
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) ) {
2530
2531
2532         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2533
2534 #if 1
2535             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2536             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2537 #endif
2538
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 */
2543
2544 #if 0
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);
2549 #endif
2550
2551
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]));
2556
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;
2561             }
2562
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]);
2568
2569             checkGLcall("glWeightPointerARB");
2570
2571             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2572                 static BOOL showfixme = TRUE;
2573                 if(showfixme){
2574                     FIXME("blendMatrixIndices support\n");
2575                     showfixme = FALSE;
2576                 }
2577             }
2578
2579         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2580             /* FIXME("TODO\n");*/
2581 #if 0
2582
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)");
2591 #endif
2592
2593         } else {
2594             /* TODO: support blends in drawStridedSlow
2595              * No need to write a FIXME here, this is done after the general vertex decl decoding
2596              */
2597             WARN("unsupported blending in openGl\n");
2598         }
2599     } else {
2600         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2601 #if 0    /* TODO: Vertex blending */
2602             glDisable(GL_VERTEX_BLEND_ARB);
2603 #endif
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)");
2609
2610         }
2611     }
2612
2613 #if 0 /* FOG  ----------------------------------------------*/
2614     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2615         /* TODO: fog*/
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);
2622         } else {
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");
2626         }
2627     } else {
2628         if (GL_SUPPRT(EXT_FOR_COORD) {
2629              /* make sure fog is disabled */
2630              glDisableClientState(GL_FOG_COORDINATE_EXT);
2631         }
2632     }
2633 #endif
2634
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) {
2638         /* TODO: tangents*/
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);
2646             } else {
2647                     glDisable(GL_TANGENT_ARRAY_EXT);
2648             }
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);
2655             } else{
2656                     glDisable(GL_BINORMAL_ARRAY_EXT);
2657             }
2658
2659         } else {
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");
2663         }
2664     } else {
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);
2669         }
2670     }
2671 #endif
2672
2673     /* Point Size ----------------------------------------------*/
2674     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2675
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 */
2679
2680     }
2681
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));
2689
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;
2694         }
2695
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
2701
2702            This only applies to user pointer sources, in VBOs the vertices are fixed up
2703          */
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]);
2708         } else {
2709             glVertexPointer(
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]);
2713         }
2714         checkGLcall("glVertexPointer(...)");
2715         glEnableClientState(GL_VERTEX_ARRAY);
2716         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2717
2718     } else {
2719         glDisableClientState(GL_VERTEX_ARRAY);
2720         checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
2721     }
2722
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;
2733         }
2734         glNormalPointer(
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)");
2741
2742     } else {
2743         glDisableClientState(GL_NORMAL_ARRAY);
2744         checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
2745         glNormal3f(0, 0, 1);
2746         checkGLcall("glNormal3f(0, 0, 1)");
2747     }
2748
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   */
2757
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));
2763
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;
2768         }
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)");
2775
2776     } else {
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)");
2781     }
2782
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;
2795             }
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)");
2802         } else {
2803
2804         /* Missing specular color is not critical, no warnings */
2805         VTRACE(("Specular colour is not supported in this GL implementation\n"));
2806         }
2807
2808     } else {
2809         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2810
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)");
2815         } else {
2816
2817             /* Missing specular color is not critical, no warnings */
2818             VTRACE(("Specular colour is not supported in this GL implementation\n"));
2819         }
2820     }
2821
2822     /* Texture coords -------------------------------------------*/
2823
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");
2829             continue;
2830         }
2831
2832         if (stateblock->textures[textureNo] != NULL) {
2833             int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2834
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");
2839
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));
2844
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));
2849
2850             } else {
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;
2857                 }
2858                 /* The coords to supply depend completely on the fvf / vertex shader */
2859                 glTexCoordPointer(
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);
2865             }
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));
2870         }
2871     }
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));
2878         }
2879     }
2880 }
2881
2882 static inline void drawPrimitiveTraceDataLocations(
2883     WineDirect3DVertexStridedData *dataLocations) {
2884
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);
2910
2911     return;
2912 }
2913
2914 /* Helper for vertexdeclaration() */
2915 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
2916     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2917     BOOL fixup = FALSE;
2918     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
2919
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));
2924
2925         if(TRACE_ON(d3d)) {
2926             drawPrimitiveTraceDataLocations(dataLocations);
2927         }
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
2933          */
2934         TRACE("================ Vertex Declaration  ===================\n");
2935         memset(dataLocations, 0, sizeof(*dataLocations));
2936         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
2937                 useVertexShaderFunction, dataLocations, &fixup);
2938     } else {
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.
2942          */
2943         TRACE("================ FVF ===================\n");
2944         memset(dataLocations, 0, sizeof(*dataLocations));
2945         primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
2946         if(TRACE_ON(d3d)) {
2947             drawPrimitiveTraceDataLocations(dataLocations);
2948         }
2949      }
2950
2951     if (dataLocations->u.s.position_transformed) {
2952         useVertexShaderFunction = FALSE;
2953     }
2954
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;
2959     }
2960     if(context->namedArraysLoaded) {
2961         unloadVertexData(stateblock);
2962         context->namedArraysLoaded = FALSE;
2963     }
2964
2965     if(useVertexShaderFunction) {
2966         TRACE("Loading numbered arrays\n");
2967         loadNumberedArrays(stateblock, dataLocations);
2968         device->useDrawStridedSlow = FALSE;
2969         context->numberedArraysLoaded = TRUE;
2970     } else if (fixup ||
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;
2979     } else {
2980         TRACE("Not loading vertex data\n");
2981         device->useDrawStridedSlow = TRUE;
2982     }
2983
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 */
2992     }
2993     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
2994         FIXME("Tweening is only valid with vertex shaders\n");
2995     }
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");
2998     }
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");
3001     }
3002 #undef BUFFER_OR_DATA
3003 }
3004
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;
3009     BOOL transformed;
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;
3013
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
3016      */
3017     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3018        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3019         useVertexShaderFunction = TRUE;
3020
3021         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3022             updateFog = TRUE;
3023         }
3024     } else if(context->last_was_foggy_shader) {
3025         updateFog = TRUE;
3026     }
3027
3028     handleStreams(stateblock, useVertexShaderFunction, context);
3029
3030     transformed = device->strided_streams.u.s.position_transformed;
3031     if (transformed) useVertexShaderFunction = FALSE;
3032
3033     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3034         updateFog = TRUE;
3035     }
3036
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);
3040     }
3041
3042     if (transformed) {
3043         context->last_was_rhw = TRUE;
3044     } else {
3045
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;
3050
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
3053          */
3054
3055         /* This sets the shader output position correction constants.
3056          * TODO: Move to the viewport state
3057          */
3058         if (useVertexShaderFunction) {
3059             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3060         }
3061     }
3062
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
3065      */
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
3069          */
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);
3074         }
3075         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3076          * mode.
3077          *
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.
3082          *
3083          * World and view matrix go into the same gl matrix, so only apply them when neither is
3084          * dirty
3085          */
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);
3090         }
3091
3092         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3093             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3094         }
3095
3096         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3097             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3098         }
3099     } else {
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);
3104
3105         if(!context->last_was_vshader) {
3106             int i;
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
3110              */
3111             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3112                 glDisable(GL_CLIP_PLANE0 + i);
3113                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3114             }
3115
3116             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3117                 FIXME("Clipping not supported with vertex shaders\n");
3118                 warned = TRUE;
3119             }
3120         }
3121     }
3122
3123     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3124      * application
3125      */
3126     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3127         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3128
3129         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3130             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3131         }
3132     }
3133
3134     context->last_was_vshader = useVertexShaderFunction;
3135
3136     if(updateFog) {
3137         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3138     }
3139 }
3140
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
3145      */
3146     if(stateblock->wineD3DDevice->render_offscreen) {
3147         glViewport(stateblock->viewport.X,
3148                    stateblock->viewport.Y,
3149                    stateblock->viewport.Width, stateblock->viewport.Height);
3150     } else {
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);
3154     }
3155
3156     checkGLcall("glViewport");
3157
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);
3162     }
3163
3164 }
3165
3166 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3167     UINT Index = state - STATE_ACTIVELIGHT(0);
3168     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3169
3170     if(!lightInfo) {
3171         glDisable(GL_LIGHT0 + Index);
3172         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3173     } else {
3174         float quad_att;
3175         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3176
3177         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3178         glMatrixMode(GL_MODELVIEW);
3179         glPushMatrix();
3180         glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3181
3182         /* Diffuse: */
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");
3189
3190         /* Specular */
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");
3197
3198         /* Ambient */
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");
3205
3206         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3207             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3208         } else {
3209             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3210         }
3211
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
3215          */
3216
3217         switch (lightInfo->OriginalParms.Type) {
3218             case WINED3DLIGHT_POINT:
3219                 /* Position */
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");
3232                 /* FIXME: Range */
3233                 break;
3234
3235             case WINED3DLIGHT_SPOT:
3236                 /* Position */
3237                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3238                 checkGLcall("glLightfv");
3239                 /* Direction */
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");
3254                 /* FIXME: Range */
3255                 break;
3256
3257             case WINED3DLIGHT_DIRECTIONAL:
3258                 /* Direction */
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");
3265                 break;
3266
3267             default:
3268                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3269         }
3270
3271         /* Restore the modelview matrix */
3272         glPopMatrix();
3273
3274         glEnable(GL_LIGHT0 + Index);
3275         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3276     }
3277
3278     return;
3279 }
3280
3281 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3282     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3283     RECT *pRect = &stateblock->scissorRect;
3284     RECT windowRect;
3285     UINT winHeight;
3286
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
3290      */
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");
3296 }
3297
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));
3302         } else {
3303             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3304             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3305         }
3306     }
3307 }
3308
3309 const struct StateEntry StateTable[] =
3310 {
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     },
3440     /* Big hole ends */
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          },
3558
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          },
3591
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          },
3624
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          },
3657
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          },
3690
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          },
3723
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          },
3756
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             },
3806     /* Pixel shader */
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     },
4065       /* End huge gap */
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      },
4330       /* Lights */
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               },
4339
4340     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4341       /* Clip planes */
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           },
4374 };