2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
150 checkGLcall("glFrontFace GL_CW");
153 checkGLcall("glFrontFace GL_CCW");
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
162 checkGLcall("glFrontFace GL_CCW");
165 checkGLcall("glFrontFace GL_CW");
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
195 checkGLcall("glEnable GL_DITHER");
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
208 checkGLcall("glDepthMask(1)");
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 checkGLcall("glEnable GL_BLEND");
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
250 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310 srcBlend = GL_SRC_ALPHA;
312 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
317 glDisable(GL_LINE_SMOOTH);
318 checkGLcall("glDisable(GL_LINE_SMOOTH)");
321 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322 glBlendFunc(srcBlend, dstBlend);
323 checkGLcall("glBlendFunc");
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
329 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331 glBlendColor (col[0],col[1],col[2],col[3]);
332 checkGLcall("glBlendColor");
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
338 BOOL enable_ckey = FALSE;
340 IWineD3DSurfaceImpl *surf;
342 /* Find out if the texture on the first stage has a ckey set
343 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346 * in case it finds some texture+colorkeyenable combination which needs extra care.
348 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
351 if(surf->CKeyFlags & DDSD_CKSRCBLT) {
352 const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355 * surface has alpha bits
357 if(fmt->alphaMask == 0x00000000) {
363 if(enable_ckey || context->last_was_ckey) {
364 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
366 context->last_was_ckey = enable_ckey;
368 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370 glEnable(GL_ALPHA_TEST);
371 checkGLcall("glEnable GL_ALPHA_TEST");
373 glDisable(GL_ALPHA_TEST);
374 checkGLcall("glDisable GL_ALPHA_TEST");
375 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
381 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382 glParm = GL_NOTEQUAL;
385 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
389 glAlphaFunc(glParm, ref);
390 checkGLcall("glAlphaFunc");
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395 DWORD enable = 0xFFFFFFFF;
396 DWORD disable = 0x00000000;
398 if (use_vs(stateblock->wineD3DDevice)) {
399 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402 * of that - don't do anything here and keep them disabled
404 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405 static BOOL warned = FALSE;
407 FIXME("Clipping not supported with vertex shaders\n");
414 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415 * of already set values
418 /* If enabling / disabling all
419 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
421 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
425 disable = 0xffffffff;
429 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
430 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
431 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
432 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
433 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
434 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
436 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
443 /** update clipping status */
445 stateblock->clip_status.ClipUnion = 0;
446 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
448 stateblock->clip_status.ClipUnion = 0;
449 stateblock->clip_status.ClipIntersection = 0;
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454 int glParm = GL_FUNC_ADD;
456 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
461 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
463 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
464 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
466 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
468 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
471 TRACE("glBlendEquation(%x)\n", glParm);
472 GL_EXTCALL(glBlendEquation(glParm));
473 checkGLcall("glBlendEquation");
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480 * specular color. This is wrong:
481 * Separate specular color means the specular colour is maintained separately, whereas
482 * single color means it is merged in. However in both cases they are being used to
484 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
489 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490 * Instead, we need to setup the FinalCombiner properly.
492 * The default setup for the FinalCombiner is:
494 * <variable> <input> <mapping> <usage>
495 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
500 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
501 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
503 * That's pretty much fine as it is, except for variable B, which needs to take
504 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505 * whether WINED3DRS_SPECULARENABLE is enabled or not.
508 TRACE("Setting specular enable state\n");
509 /* TODO: Add to the material setting functions */
510 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512 checkGLcall("glMaterialfv");
513 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514 glEnable(GL_COLOR_SUM_EXT);
516 TRACE("Specular colors cannot be enabled in this version of opengl\n");
518 checkGLcall("glEnable(GL_COLOR_SUM)");
520 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522 checkGLcall("glFinalCombinerInputNV()");
525 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
527 /* for the case of enabled lighting: */
528 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529 checkGLcall("glMaterialfv");
531 /* for the case of disabled lighting: */
532 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533 glDisable(GL_COLOR_SUM_EXT);
535 TRACE("Specular colors cannot be disabled in this version of opengl\n");
537 checkGLcall("glDisable(GL_COLOR_SUM)");
539 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541 checkGLcall("glFinalCombinerInputNV()");
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
549 /* Note the texture color applies to all textures whereas
550 * GL_TEXTURE_ENV_COLOR applies to active only
553 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
555 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556 /* And now the default texture color as well */
557 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558 /* Note the WINED3DRS value applies to all textures, but GL has one
559 * per texture, so apply it now ready to be used!
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563 checkGLcall("glActiveTextureARB");
565 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
568 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
572 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581 checkGLcall("glStencilFuncSeparate(...)");
582 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583 checkGLcall("glStencilOpSeparate(...)");
587 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590 GL_EXTCALL(glActiveStencilFaceEXT(face));
591 checkGLcall("glActiveStencilFaceEXT(...)");
592 glStencilFunc(func, ref, mask);
593 checkGLcall("glStencilFunc(...)");
594 glStencilOp(stencilFail, depthFail, stencilPass);
595 checkGLcall("glStencilOp(...)");
596 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598 checkGLcall("glStencilFuncSeparateATI(...)");
599 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600 checkGLcall("glStencilOpSeparateATI(...)");
602 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608 DWORD onesided_enable = FALSE;
609 DWORD twosided_enable = FALSE;
610 GLint func = GL_ALWAYS;
611 GLint func_ccw = GL_ALWAYS;
614 GLint stencilFail = GL_KEEP;
615 GLint depthFail = GL_KEEP;
616 GLint stencilPass = GL_KEEP;
617 GLint stencilFail_ccw = GL_KEEP;
618 GLint depthFail_ccw = GL_KEEP;
619 GLint stencilPass_ccw = GL_KEEP;
621 /* No stencil test without a stencil buffer */
622 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623 glDisable(GL_STENCIL_TEST);
624 checkGLcall("glDisable GL_STENCIL_TEST");
628 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
635 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
638 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639 ref = stateblock->renderState[WINED3DRS_STENCILREF];
640 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
655 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658 onesided_enable, twosided_enable, ref, mask,
659 func, stencilFail, depthFail, stencilPass,
660 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
662 if (twosided_enable) {
663 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
666 if (onesided_enable) {
667 glEnable(GL_STENCIL_TEST);
668 checkGLcall("glEnable GL_STENCIL_TEST");
669 glStencilFunc(func, ref, mask);
670 checkGLcall("glStencilFunc(...)");
671 glStencilOp(stencilFail, depthFail, stencilPass);
672 checkGLcall("glStencilOp(...)");
674 glDisable(GL_STENCIL_TEST);
675 checkGLcall("glDisable GL_STENCIL_TEST");
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 if(stateblock->wineD3DDevice->stencilBufferTarget) {
682 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
686 checkGLcall("glStencilMask");
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690 /* TODO: Put this into the vertex type block once that is in the state table */
691 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692 float fogstart, fogend;
700 /* No fog? Disable it, and we're done :-) */
702 checkGLcall("glDisable GL_FOG");
706 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
707 fogstart = tmpvalue.f;
708 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
713 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
714 * It can use the Z value of the vertex, or the alpha component of the specular color.
715 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
716 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
717 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
719 * FOGTABLEMODE != NONE:
720 * The Z value is used, with the equation specified, no matter what vertex type.
722 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
723 * Per vertex fog is calculated using the specified fog equation and the parameters
725 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
726 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
727 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
729 * Vertex shaders work in a simmilar way, but need more testing
731 if (use_vs(stateblock->wineD3DDevice)
732 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
733 glFogi(GL_FOG_MODE, GL_LINEAR);
734 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
735 if (stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
739 context->last_was_foggy_shader = TRUE;
741 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
742 * the system will apply only pixel(=table) fog effects."
744 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
745 glHint(GL_FOG_HINT, GL_FASTEST);
746 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
747 context->last_was_foggy_shader = FALSE;
749 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
750 /* If processed vertices are used, fall through to the NONE case */
751 case WINED3DFOG_EXP: {
752 if(!context->last_was_rhw) {
753 glFogi(GL_FOG_MODE, GL_EXP);
754 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
755 if(GL_SUPPORT(EXT_FOG_COORD)) {
756 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
757 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
762 case WINED3DFOG_EXP2: {
763 if(!context->last_was_rhw) {
764 glFogi(GL_FOG_MODE, GL_EXP2);
765 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
766 if(GL_SUPPORT(EXT_FOG_COORD)) {
767 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
768 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
773 case WINED3DFOG_LINEAR: {
774 if(!context->last_was_rhw) {
775 glFogi(GL_FOG_MODE, GL_LINEAR);
776 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
777 if(GL_SUPPORT(EXT_FOG_COORD)) {
778 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
779 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
784 case WINED3DFOG_NONE: {
785 /* Both are none? According to msdn the alpha channel of the specular
786 * color contains a fog factor. Set it in drawStridedSlow.
787 * Same happens with Vertexfog on transformed vertices
789 if(GL_SUPPORT(EXT_FOG_COORD)) {
790 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
791 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
792 glFogi(GL_FOG_MODE, GL_LINEAR);
793 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
797 /* Disable GL fog, handle this in software in drawStridedSlow */
802 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
805 glHint(GL_FOG_HINT, GL_NICEST);
806 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
807 context->last_was_foggy_shader = FALSE;
809 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
811 glFogi(GL_FOG_MODE, GL_EXP);
812 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
813 if(GL_SUPPORT(EXT_FOG_COORD)) {
814 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
815 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
819 case WINED3DFOG_EXP2:
820 glFogi(GL_FOG_MODE, GL_EXP2);
821 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
822 if(GL_SUPPORT(EXT_FOG_COORD)) {
823 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
824 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
828 case WINED3DFOG_LINEAR:
829 glFogi(GL_FOG_MODE, GL_LINEAR);
830 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
831 if(GL_SUPPORT(EXT_FOG_COORD)) {
832 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
833 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
837 case WINED3DFOG_NONE: /* Won't happen */
839 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
845 checkGLcall("glEnable GL_FOG");
847 glFogfv(GL_FOG_START, &fogstart);
848 checkGLcall("glFogf(GL_FOG_START, fogstart");
849 TRACE("Fog Start == %f\n", fogstart);
851 glFogfv(GL_FOG_END, &fogend);
852 checkGLcall("glFogf(GL_FOG_END, fogend");
853 TRACE("Fog End == %f\n", fogend);
856 checkGLcall("glDisable GL_FOG");
859 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
860 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
864 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
866 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
867 /* Set the default alpha blend color */
868 glFogfv(GL_FOG_COLOR, &col[0]);
869 checkGLcall("glFog GL_FOG_COLOR");
872 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
877 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
878 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
879 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
882 /* TODO: Merge with primitive type + init_materials()!! */
883 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
884 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
886 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
887 BOOL isDiffuseSupplied;
889 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
890 * The vertex declaration will call this function if the fixed function pipeline is used.
893 if(isStateDirty(context, STATE_VDECL)) {
897 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
899 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
900 TRACE("diff %d, amb %d, emis %d, spec %d\n",
901 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
902 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
903 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
904 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
906 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
907 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
908 Parm = GL_AMBIENT_AND_DIFFUSE;
912 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
914 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
916 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
921 /* Nothing changed, return. */
922 if (Parm == context->tracking_parm) return;
925 glDisable(GL_COLOR_MATERIAL);
926 checkGLcall("glDisable GL_COLOR_MATERIAL");
928 glColorMaterial(GL_FRONT_AND_BACK, Parm);
929 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
930 glEnable(GL_COLOR_MATERIAL);
931 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
934 /* Apparently calls to glMaterialfv are ignored for properties we're
935 * tracking with glColorMaterial, so apply those here. */
936 switch (context->tracking_parm) {
937 case GL_AMBIENT_AND_DIFFUSE:
938 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
939 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
940 checkGLcall("glMaterialfv");
944 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
945 checkGLcall("glMaterialfv");
949 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
950 checkGLcall("glMaterialfv");
954 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
955 checkGLcall("glMaterialfv");
959 /* Only change material color if specular is enabled, otherwise it is set to black */
960 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
961 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
962 checkGLcall("glMaterialfv");
964 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
965 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
966 checkGLcall("glMaterialfv");
971 context->tracking_parm = Parm;
974 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
977 WINED3DLINEPATTERN lp;
979 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
981 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
983 if (tmppattern.lp.wRepeatFactor) {
984 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
985 checkGLcall("glLineStipple(repeat, linepattern)");
986 glEnable(GL_LINE_STIPPLE);
987 checkGLcall("glEnable(GL_LINE_STIPPLE);");
989 glDisable(GL_LINE_STIPPLE);
990 checkGLcall("glDisable(GL_LINE_STIPPLE);");
994 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1000 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1001 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1002 TRACE("ZBias value %f\n", tmpvalue.f);
1003 glPolygonOffset(0, -tmpvalue.f);
1004 checkGLcall("glPolygonOffset(0, -Value)");
1005 glEnable(GL_POLYGON_OFFSET_FILL);
1006 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1007 glEnable(GL_POLYGON_OFFSET_LINE);
1008 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1009 glEnable(GL_POLYGON_OFFSET_POINT);
1010 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1012 glDisable(GL_POLYGON_OFFSET_FILL);
1013 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1014 glDisable(GL_POLYGON_OFFSET_LINE);
1015 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1016 glDisable(GL_POLYGON_OFFSET_POINT);
1017 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1022 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1023 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1024 glEnable(GL_NORMALIZE);
1025 checkGLcall("glEnable(GL_NORMALIZE);");
1027 glDisable(GL_NORMALIZE);
1028 checkGLcall("glDisable(GL_NORMALIZE);");
1032 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1038 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1039 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1040 TRACE("Set point size to %f\n", tmpvalue.f);
1041 glPointSize(tmpvalue.f);
1042 checkGLcall("glPointSize(...);");
1045 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1051 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1052 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1053 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1054 checkGLcall("glPointParameterfARB(...");
1056 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1057 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1058 checkGLcall("glPointParameterfEXT(...);");
1059 } else if(tmpvalue.f != 1.0) {
1060 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1064 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1070 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1071 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1072 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1073 checkGLcall("glPointParameterfARB(...");
1075 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1076 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1077 checkGLcall("glPointParameterfEXT(...);");
1078 } else if(tmpvalue.f != 64.0) {
1079 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1083 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1084 /* TODO: Group this with the viewport */
1086 * POINTSCALEENABLE controls how point size value is treated. If set to
1087 * true, the point size is scaled with respect to height of viewport.
1088 * When set to false point size is in pixels.
1090 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1093 /* Default values */
1094 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1097 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1098 * This means that OpenGL will clamp really small point sizes to 1.0f.
1099 * To correct for this we need to multiply by the scale factor when sizes
1100 * are less than 1.0f. scale_factor = 1.0f / point_size.
1102 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1103 if(pointSize > 0.0f) {
1104 GLfloat scaleFactor;
1106 if(pointSize < 1.0f) {
1107 scaleFactor = pointSize * pointSize;
1112 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1113 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1114 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1115 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1116 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1117 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1118 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1122 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1123 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1124 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1126 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1127 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1128 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1130 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1134 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1135 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1137 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1138 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1139 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1140 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1141 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1142 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1143 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1144 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1145 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1146 checkGLcall("glColorMask(...)");
1148 /* depends on WINED3DRS_COLORWRITEENABLE. */
1149 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1150 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1151 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1152 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1153 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1154 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1155 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1159 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1160 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1161 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1162 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1164 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1165 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1169 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1170 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1171 TRACE("Last Pixel Drawing Enabled\n");
1173 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1177 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1181 /* TODO: NV_POINT_SPRITE */
1182 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1183 TRACE("Point sprites not supported\n");
1187 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1193 for (i = 0; i < GL_LIMITS(textures); i++) {
1194 /* Note the WINED3DRS value applies to all textures, but GL has one
1195 * per texture, so apply it now ready to be used!
1197 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1198 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1199 checkGLcall("glActiveTextureARB");
1201 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1205 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1206 checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1207 "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1211 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1213 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1214 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1215 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1216 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1217 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1219 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1222 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1223 stateblock->renderState[WINED3DRS_WRAP1] ||
1224 stateblock->renderState[WINED3DRS_WRAP2] ||
1225 stateblock->renderState[WINED3DRS_WRAP3] ||
1226 stateblock->renderState[WINED3DRS_WRAP4] ||
1227 stateblock->renderState[WINED3DRS_WRAP5] ||
1228 stateblock->renderState[WINED3DRS_WRAP6] ||
1229 stateblock->renderState[WINED3DRS_WRAP7] ||
1230 stateblock->renderState[WINED3DRS_WRAP8] ||
1231 stateblock->renderState[WINED3DRS_WRAP9] ||
1232 stateblock->renderState[WINED3DRS_WRAP10] ||
1233 stateblock->renderState[WINED3DRS_WRAP11] ||
1234 stateblock->renderState[WINED3DRS_WRAP12] ||
1235 stateblock->renderState[WINED3DRS_WRAP13] ||
1236 stateblock->renderState[WINED3DRS_WRAP14] ||
1237 stateblock->renderState[WINED3DRS_WRAP15] ) {
1238 ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1242 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1243 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1244 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1245 glEnable(GL_MULTISAMPLE_ARB);
1246 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1248 glDisable(GL_MULTISAMPLE_ARB);
1249 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1252 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1253 ERR("Multisample antialiasing not supported by gl\n");
1258 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1259 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1260 glEnable(GL_SCISSOR_TEST);
1261 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1263 glDisable(GL_SCISSOR_TEST);
1264 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1268 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1274 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1275 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1276 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1277 glEnable(GL_POLYGON_OFFSET_FILL);
1278 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1279 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1280 checkGLcall("glPolygonOffset(...)");
1282 glDisable(GL_POLYGON_OFFSET_FILL);
1283 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1287 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1288 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1289 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1290 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1292 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1293 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1297 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1299 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1300 ERR(" Stippled Alpha not supported yet.\n");
1303 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1305 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1306 ERR(" Antialias not supported yet.\n");
1309 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1311 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1312 ERR("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1315 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1317 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1318 ERR("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1321 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1329 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1330 ERR("(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented\n", tmpvalue.d);
1333 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1335 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1336 ERR("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1339 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1341 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1342 ERR("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1345 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1347 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1348 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1352 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1353 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1354 ERR("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1357 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1360 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1363 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1364 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1365 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1369 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1370 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1371 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1375 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1376 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1377 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1381 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1382 if(stateblock->renderState[WINED3DRS_ROP2]) {
1383 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1387 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1389 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1393 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1395 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1399 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1401 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1405 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1407 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1411 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1413 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1417 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1418 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1419 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1423 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1424 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1425 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1429 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1430 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1431 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1435 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1436 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1437 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1441 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1442 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1443 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1447 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1448 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1449 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1453 /* Activates the texture dimension according to the bound D3D texture.
1454 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1455 * Requires the caller to activate the correct unit before
1457 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1458 if(stateblock->textures[stage]) {
1459 glDisable(GL_TEXTURE_1D);
1460 checkGLcall("glDisable(GL_TEXTURE_1D)");
1461 switch(stateblock->textureDimensions[stage]) {
1463 glDisable(GL_TEXTURE_3D);
1464 checkGLcall("glDisable(GL_TEXTURE_3D)");
1465 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1466 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1467 glEnable(GL_TEXTURE_2D);
1468 checkGLcall("glEnable(GL_TEXTURE_2D)");
1471 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1472 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1473 glDisable(GL_TEXTURE_2D);
1474 checkGLcall("glDisable(GL_TEXTURE_2D)");
1475 glEnable(GL_TEXTURE_3D);
1476 checkGLcall("glEnable(GL_TEXTURE_3D)");
1478 case GL_TEXTURE_CUBE_MAP_ARB:
1479 glDisable(GL_TEXTURE_2D);
1480 checkGLcall("glDisable(GL_TEXTURE_2D)");
1481 glDisable(GL_TEXTURE_3D);
1482 checkGLcall("glDisable(GL_TEXTURE_3D)");
1483 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1484 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1488 glDisable(GL_TEXTURE_2D);
1489 checkGLcall("glDisable(GL_TEXTURE_2D)");
1490 glDisable(GL_TEXTURE_3D);
1491 checkGLcall("glDisable(GL_TEXTURE_3D)");
1492 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1493 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1494 glEnable(GL_TEXTURE_1D);
1495 checkGLcall("glEnable(GL_TEXTURE_1D)");
1496 /* Binding textures is done by samplers. A dummy texture will be bound */
1500 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1501 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1502 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1504 TRACE("Setting color op for stage %d\n", stage);
1506 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1507 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1508 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1512 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1514 if (mapped_stage != -1) {
1515 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1516 if (mapped_stage >= GL_LIMITS(textures)) {
1517 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1518 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1519 FIXME("Attempt to enable unsupported stage!\n");
1523 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1524 checkGLcall("glActiveTextureARB");
1525 } else if (stage > 0) {
1526 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1531 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1532 if(stateblock->lowest_disabled_stage > 0) {
1533 glEnable(GL_REGISTER_COMBINERS_NV);
1534 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1536 glDisable(GL_REGISTER_COMBINERS_NV);
1539 if(stage >= stateblock->lowest_disabled_stage) {
1540 TRACE("Stage disabled\n");
1541 if (mapped_stage != -1) {
1542 /* Disable everything here */
1543 glDisable(GL_TEXTURE_1D);
1544 checkGLcall("glDisable(GL_TEXTURE_1D)");
1545 glDisable(GL_TEXTURE_2D);
1546 checkGLcall("glDisable(GL_TEXTURE_2D)");
1547 glDisable(GL_TEXTURE_3D);
1548 checkGLcall("glDisable(GL_TEXTURE_3D)");
1549 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1550 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1556 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1557 * if the sampler for this stage is dirty
1559 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1560 if (mapped_stage != -1) activate_dimensions(stage, stateblock);
1563 /* Set the texture combiners */
1564 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1565 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1566 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1567 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1568 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1569 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1572 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1573 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1574 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1575 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1576 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1580 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1581 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1582 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1583 DWORD op, arg1, arg2, arg0;
1585 TRACE("Setting alpha op for stage %d\n", stage);
1586 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1587 if (mapped_stage != -1) {
1588 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1589 if (stage >= GL_LIMITS(textures)) {
1590 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1591 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1592 FIXME("Attempt to enable unsupported stage!\n");
1596 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1597 checkGLcall("glActiveTextureARB");
1598 } else if (stage > 0) {
1599 /* We can't do anything here */
1600 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1605 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1606 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1607 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1608 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1610 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1611 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1612 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1614 if(surf->CKeyFlags & DDSD_CKSRCBLT &&
1615 getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1617 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1618 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1619 * cannot remove the texture's alpha channel entirely.
1621 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1622 * on color keyed surfaces.
1624 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1626 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1627 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1628 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1632 TRACE("Setting alpha op for stage %d\n", stage);
1633 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1634 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1635 op, arg1, arg2, arg0,
1638 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1639 op, arg1, arg2, arg0);
1643 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1644 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1645 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1647 if (mapped_stage < 0) return;
1649 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1650 if(mapped_stage >= GL_LIMITS(textures)) {
1653 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1654 checkGLcall("glActiveTextureARB");
1655 } else if (mapped_stage > 0) {
1656 /* We can't do anything here */
1657 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1661 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1662 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1663 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1667 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
1669 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1670 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1671 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1673 if (mapped_stage == -1) {
1674 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1678 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1679 if(mapped_stage >= GL_LIMITS(samplers)) {
1682 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1683 checkGLcall("glActiveTextureARB");
1684 } else if (stage > 0) {
1685 /* We can't do anything here */
1686 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1690 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1692 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1693 * one flag, you can still specify an index value, which the system uses to
1694 * determine the texture wrapping mode.
1695 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1696 * means use the vertex position (camera-space) as the input texture coordinates
1697 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1698 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1699 * to the TEXCOORDINDEX value
1703 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1705 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1706 case WINED3DTSS_TCI_PASSTHRU:
1707 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1708 glDisable(GL_TEXTURE_GEN_S);
1709 glDisable(GL_TEXTURE_GEN_T);
1710 glDisable(GL_TEXTURE_GEN_R);
1711 glDisable(GL_TEXTURE_GEN_Q);
1712 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1715 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1716 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1717 * as the input texture coordinates for this stage's texture transformation. This
1718 * equates roughly to EYE_LINEAR
1721 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1722 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1723 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1724 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1725 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1727 glMatrixMode(GL_MODELVIEW);
1730 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1731 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1732 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1733 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1736 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1737 glEnable(GL_TEXTURE_GEN_S);
1738 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1739 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1740 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1741 glEnable(GL_TEXTURE_GEN_T);
1742 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1743 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1744 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1745 glEnable(GL_TEXTURE_GEN_R);
1746 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1747 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1748 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1752 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1754 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1755 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1756 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1757 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1758 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1759 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1761 glMatrixMode(GL_MODELVIEW);
1764 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1765 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1766 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1767 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1770 glEnable(GL_TEXTURE_GEN_S);
1771 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1772 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1773 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1774 glEnable(GL_TEXTURE_GEN_T);
1775 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1776 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1777 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1778 glEnable(GL_TEXTURE_GEN_R);
1779 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1780 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1781 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1786 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1788 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1789 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1790 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1791 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1792 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1793 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1795 glMatrixMode(GL_MODELVIEW);
1798 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1799 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1800 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1801 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1804 glEnable(GL_TEXTURE_GEN_S);
1805 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1806 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1807 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1808 glEnable(GL_TEXTURE_GEN_T);
1809 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1810 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1811 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1812 glEnable(GL_TEXTURE_GEN_R);
1813 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1814 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1815 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1820 /* Unhandled types: */
1823 /* ? disable GL_TEXTURE_GEN_n ? */
1824 glDisable(GL_TEXTURE_GEN_S);
1825 glDisable(GL_TEXTURE_GEN_T);
1826 glDisable(GL_TEXTURE_GEN_R);
1827 glDisable(GL_TEXTURE_GEN_Q);
1828 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1832 /* Update the texture matrix */
1833 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1834 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
1837 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
1838 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
1839 * source. Call loadVertexData directly because there is no need to reparse the vertex declaration
1840 * and do all the things linked to it
1841 * TODO: Tidy that up to reload only the arrays of the changed unit
1843 loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
1847 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1848 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1854 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1855 if(tmpvalue.f != 0.0) {
1856 ERR("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1860 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1861 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1867 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1868 if(tmpvalue.f != 0.0) {
1869 ERR("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1873 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1874 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1876 if(stage >= GL_LIMITS(texture_stages)) {
1880 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
1881 ERR("WINED3DTSS_RESULTARG not supported yet\n");
1885 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1886 DWORD sampler = state - STATE_SAMPLER(0);
1887 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
1893 TRACE("Sampler: %d\n", sampler);
1894 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
1895 * only has to bind textures and set the per texture states
1898 if (mapped_stage == -1) {
1899 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
1903 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1904 if (mapped_stage >= GL_LIMITS(samplers)) {
1907 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1908 checkGLcall("glActiveTextureARB");
1909 } else if (sampler > 0) {
1910 /* We can't do anything here */
1911 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1915 if(stateblock->textures[sampler]) {
1916 BOOL texIsPow2 = FALSE;
1918 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
1919 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
1920 * scaling is reapplied or removed, the texture matrix has to be reapplied
1922 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
1923 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
1924 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
1925 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
1928 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
1929 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
1934 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
1935 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
1936 context->lastWasPow2Texture[sampler] = texIsPow2;
1940 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
1941 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
1943 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1944 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
1945 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1946 GL_TEXTURE_LOD_BIAS_EXT,
1948 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1951 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
1952 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1953 /* Using a pixel shader? Verify the sampler types */
1955 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
1956 * dimensions because the shader knows from which texture type to sample from. For the sake of
1957 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
1958 * dimensions. This should make wrong sampling sources visible :-)
1960 glEnable(stateblock->textureDimensions[sampler]);
1961 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
1962 } else if(sampler < stateblock->lowest_disabled_stage) {
1963 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
1964 activate_dimensions(sampler, stateblock);
1967 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
1968 /* If color keying is enabled update the alpha test, it depends on the existence
1969 * of a color key in stage 0
1971 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
1974 } else if(sampler < GL_LIMITS(texture_stages)) {
1975 if(sampler < stateblock->lowest_disabled_stage) {
1976 /* TODO: What should I do with pixel shaders here ??? */
1977 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
1978 activate_dimensions(sampler, stateblock);
1980 } /* Otherwise tex_colorop disables the stage */
1981 glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
1982 checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
1986 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1987 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1989 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
1990 * has an update pending
1992 if(isStateDirty(context, STATE_VDECL) ||
1993 isStateDirty(context, STATE_PIXELSHADER)) {
1997 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2000 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2001 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2002 BOOL use_pshader = use_ps(device);
2003 BOOL use_vshader = use_vs(device);
2007 if(!context->last_was_pshader) {
2008 /* Former draw without a pixel shader, some samplers
2009 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2010 * make sure to enable them
2012 for(i=0; i < MAX_SAMPLERS; i++) {
2013 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2014 sampler(STATE_SAMPLER(i), stateblock, context);
2018 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2019 * if a different texture was bound. I don't have to do anything.
2023 /* Compile and bind the shader */
2024 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2026 /* Disabled the pixel shader - color ops weren't applied
2027 * while it was enabled, so re-apply them.
2029 for(i=0; i < MAX_TEXTURES; i++) {
2030 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2031 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2036 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2037 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2039 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2040 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2044 context->last_was_pshader = use_pshader;
2047 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2048 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2050 if(stateblock->pixelShader && stage != 0 &&
2051 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2052 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2055 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2056 !isStateDirty(context, STATE_PIXELSHADER)) {
2057 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2062 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2063 /* This function is called by transform_view below if the view matrix was changed too
2065 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2066 * does not always update the world matrix, only on a switch between transformed
2067 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2068 * draw, but that should be rather rare and cheaper in total.
2070 glMatrixMode(GL_MODELVIEW);
2071 checkGLcall("glMatrixMode");
2073 if(context->last_was_rhw) {
2075 checkGLcall("glLoadIdentity()");
2077 /* In the general case, the view matrix is the identity matrix */
2078 if (stateblock->wineD3DDevice->view_ident) {
2079 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2080 checkGLcall("glLoadMatrixf");
2082 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2083 checkGLcall("glLoadMatrixf");
2084 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2085 checkGLcall("glMultMatrixf");
2090 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2091 UINT index = state - STATE_CLIPPLANE(0);
2093 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2097 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2098 glMatrixMode(GL_MODELVIEW);
2100 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2102 TRACE("Clipplane [%f,%f,%f,%f]\n",
2103 stateblock->clipplane[index][0],
2104 stateblock->clipplane[index][1],
2105 stateblock->clipplane[index][2],
2106 stateblock->clipplane[index][3]);
2107 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2108 checkGLcall("glClipPlane");
2113 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2116 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2117 * NOTE: We have to reset the positions even if the light/plane is not currently
2118 * enabled, since the call to enable it will not reset the position.
2119 * NOTE2: Apparently texture transforms do NOT need reapplying
2122 PLIGHTINFOEL *light = NULL;
2124 glMatrixMode(GL_MODELVIEW);
2125 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2126 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2127 checkGLcall("glLoadMatrixf(...)");
2129 /* Reset lights. TODO: Call light apply func */
2130 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2131 light = stateblock->activeLights[k];
2132 if(!light) continue;
2133 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2134 checkGLcall("glLightfv posn");
2135 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2136 checkGLcall("glLightfv dirn");
2139 /* Reset Clipping Planes */
2140 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2141 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2142 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2146 if(context->last_was_rhw) {
2148 checkGLcall("glLoadIdentity()");
2149 /* No need to update the world matrix, the identity is fine */
2153 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2154 * No need to do it here if the state is scheduled for update.
2156 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2157 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2161 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2162 WARN("World matrix 1 - 255 not supported yet\n");
2165 static const GLfloat invymat[16] = {
2166 1.0f, 0.0f, 0.0f, 0.0f,
2167 0.0f, -1.0f, 0.0f, 0.0f,
2168 0.0f, 0.0f, 1.0f, 0.0f,
2169 0.0f, 0.0f, 0.0f, 1.0f};
2171 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2172 glMatrixMode(GL_PROJECTION);
2173 checkGLcall("glMatrixMode(GL_PROJECTION)");
2175 checkGLcall("glLoadIdentity");
2177 if(context->last_was_rhw) {
2178 double X, Y, height, width, minZ, maxZ;
2180 X = stateblock->viewport.X;
2181 Y = stateblock->viewport.Y;
2182 height = stateblock->viewport.Height;
2183 width = stateblock->viewport.Width;
2184 minZ = stateblock->viewport.MinZ;
2185 maxZ = stateblock->viewport.MaxZ;
2187 if(!stateblock->wineD3DDevice->untransformed) {
2188 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2189 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2190 * suppress depth clipping. This can be done because it is an orthogonal projection and
2191 * the Z coordinate does not affect the size of the primitives
2193 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2194 if(stateblock->wineD3DDevice->render_offscreen) {
2195 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2197 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2200 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2201 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2202 * unmodified to opengl.
2204 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2205 * replacement shader.
2207 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2208 if(stateblock->wineD3DDevice->render_offscreen) {
2209 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2211 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2214 checkGLcall("glOrtho");
2216 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2217 glTranslatef(0.375, 0.375, 0);
2218 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2219 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2220 * render everything upside down when rendering offscreen. */
2221 if (stateblock->wineD3DDevice->render_offscreen) {
2222 glMultMatrixf(invymat);
2223 checkGLcall("glMultMatrixf(invymat)");
2226 /* The rule is that the window coordinate 0 does not correspond to the
2227 beginning of the first pixel, but the center of the first pixel.
2228 As a consequence if you want to correctly draw one line exactly from
2229 the left to the right end of the viewport (with all matrices set to
2230 be identity), the x coords of both ends of the line would be not
2231 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2233 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2234 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2236 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2237 * render everything upside down when rendering offscreen. */
2238 if (stateblock->wineD3DDevice->render_offscreen) {
2239 glMultMatrixf(invymat);
2240 checkGLcall("glMultMatrixf(invymat)");
2242 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2243 checkGLcall("glLoadMatrixf");
2247 /* This should match any arrays loaded in loadVertexData.
2248 * stateblock impl is required for GL_SUPPORT
2249 * TODO: Only load / unload arrays if we have to.
2251 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2254 glDisableClientState(GL_VERTEX_ARRAY);
2255 glDisableClientState(GL_NORMAL_ARRAY);
2256 glDisableClientState(GL_COLOR_ARRAY);
2257 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2258 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2260 for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
2261 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2262 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2266 /* This should match any arrays loaded in loadNumberedArrays
2267 * TODO: Only load / unload arrays if we have to.
2269 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2270 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2274 /* Leave all the attribs disabled */
2275 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2276 /* MESA does not support it right not */
2277 if (glGetError() != GL_NO_ERROR)
2279 for (i = 0; i < maxAttribs; ++i) {
2280 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2281 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2285 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2286 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2288 UINT *offset = stateblock->streamOffset;
2290 /* Default to no instancing */
2291 stateblock->wineD3DDevice->instancedDraw = FALSE;
2293 for (i = 0; i < MAX_ATTRIBS; i++) {
2295 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2298 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2299 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2300 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2301 stateblock->wineD3DDevice->instancedDraw = TRUE;
2305 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2307 if(strided->u.input[i].dwStride) {
2308 if(curVBO != strided->u.input[i].VBO) {
2309 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2310 checkGLcall("glBindBufferARB");
2311 curVBO = strided->u.input[i].VBO;
2313 GL_EXTCALL(glVertexAttribPointerARB(i,
2314 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2315 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2316 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2317 strided->u.input[i].dwStride,
2318 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2319 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2321 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2322 * set up the attribute statically. But we have to figure out the system memory address.
2324 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2325 if(strided->u.input[i].VBO) {
2326 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2327 ptr += (long) vb->resource.allocatedMemory;
2329 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2331 switch(strided->u.input[i].dwType) {
2332 case WINED3DDECLTYPE_FLOAT1:
2333 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2335 case WINED3DDECLTYPE_FLOAT2:
2336 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2338 case WINED3DDECLTYPE_FLOAT3:
2339 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2341 case WINED3DDECLTYPE_FLOAT4:
2342 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2345 case WINED3DDECLTYPE_UBYTE4:
2346 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2348 case WINED3DDECLTYPE_UBYTE4N:
2349 case WINED3DDECLTYPE_D3DCOLOR:
2350 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2353 case WINED3DDECLTYPE_SHORT2:
2354 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2356 case WINED3DDECLTYPE_SHORT4:
2357 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2360 case WINED3DDECLTYPE_SHORT2N:
2362 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2363 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2366 case WINED3DDECLTYPE_USHORT2N:
2368 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2369 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2372 case WINED3DDECLTYPE_SHORT4N:
2373 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2375 case WINED3DDECLTYPE_USHORT4N:
2376 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2379 case WINED3DDECLTYPE_UDEC3:
2380 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2381 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2383 case WINED3DDECLTYPE_DEC3N:
2384 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2385 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2388 case WINED3DDECLTYPE_FLOAT16_2:
2389 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2390 * byte float according to the IEEE standard
2392 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2394 case WINED3DDECLTYPE_FLOAT16_4:
2395 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2398 case WINED3DDECLTYPE_UNUSED:
2400 ERR("Unexpected declaration in stride 0 attributes\n");
2408 /* Used from 2 different functions, and too big to justify making it inlined */
2409 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2410 unsigned int textureNo = 0;
2411 UINT *offset = stateblock->streamOffset;
2412 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2413 unsigned int mapped_stage = 0;
2415 TRACE("Using fast vertex array code\n");
2417 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2418 stateblock->wineD3DDevice->instancedDraw = FALSE;
2420 /* Blend Data ---------------------------------------------- */
2421 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2422 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2425 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2428 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2429 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2432 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2433 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2434 /* FIXME("TODO\n");*/
2435 /* Note dwType == float3 or float4 == 2 or 3 */
2438 /* with this on, the normals appear to be being modified,
2439 but the vertices aren't being translated as they should be
2440 Maybe the world matrix aren't being setup properly? */
2441 glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1);
2445 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2446 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2447 sd->u.s.blendWeights.dwStride,
2448 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2450 if(curVBO != sd->u.s.blendWeights.VBO) {
2451 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2452 checkGLcall("glBindBufferARB");
2453 curVBO = sd->u.s.blendWeights.VBO;
2456 GL_EXTCALL(glWeightPointerARB)(
2457 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2458 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2459 sd->u.s.blendWeights.dwStride,
2460 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2462 checkGLcall("glWeightPointerARB");
2464 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2465 static BOOL showfixme = TRUE;
2467 FIXME("blendMatrixIndices support\n");
2472 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2473 /* FIXME("TODO\n");*/
2476 GL_EXTCALL(glVertexWeightPointerEXT)(
2477 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2478 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2479 sd->u.s.blendWeights.dwStride,
2480 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2481 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2482 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2483 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2487 /* TODO: support blends in drawStridedSlow
2488 * No need to write a FIXME here, this is done after the general vertex decl decoding
2490 WARN("unsupported blending in openGl\n");
2493 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2494 #if 0 /* TODO: Vertex blending */
2495 glDisable(GL_VERTEX_BLEND_ARB);
2497 TRACE("ARB_VERTEX_BLEND\n");
2498 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2499 TRACE(" EXT_VERTEX_WEIGHTING\n");
2500 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2501 checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2506 #if 0 /* FOG ----------------------------------------------*/
2507 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2509 if (GL_SUPPORT(EXT_FOG_COORD) {
2510 glEnableClientState(GL_FOG_COORDINATE_EXT);
2511 (GL_EXTCALL)(FogCoordPointerEXT)(
2512 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2513 sd->u.s.fog.dwStride,
2514 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2516 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2517 /* FIXME: fixme once */
2518 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2521 if (GL_SUPPRT(EXT_FOR_COORD) {
2522 /* make sure fog is disabled */
2523 glDisableClientState(GL_FOG_COORDINATE_EXT);
2528 #if 0 /* tangents ----------------------------------------------*/
2529 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2530 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2532 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2533 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2534 glEnable(GL_TANGENT_ARRAY_EXT);
2535 (GL_EXTCALL)(TangentPointerEXT)(
2536 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2537 sd->u.s.tangent.dwStride,
2538 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2540 glDisable(GL_TANGENT_ARRAY_EXT);
2542 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2543 glEnable(GL_BINORMAL_ARRAY_EXT);
2544 (GL_EXTCALL)(BinormalPointerEXT)(
2545 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2546 sd->u.s.binormal.dwStride,
2547 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2549 glDisable(GL_BINORMAL_ARRAY_EXT);
2553 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2554 /* FIXME: fixme once */
2555 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2558 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2559 /* make sure fog is disabled */
2560 glDisable(GL_TANGENT_ARRAY_EXT);
2561 glDisable(GL_BINORMAL_ARRAY_EXT);
2566 /* Point Size ----------------------------------------------*/
2567 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2569 /* no such functionality in the fixed function GL pipeline */
2570 TRACE("Cannot change ptSize here in openGl\n");
2571 /* TODO: Implement this function in using shaders if they are available */
2575 /* Vertex Pointers -----------------------------------------*/
2576 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2577 /* Note dwType == float3 or float4 == 2 or 3 */
2578 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2579 sd->u.s.position.dwStride,
2580 sd->u.s.position.dwType + 1,
2581 sd->u.s.position.lpData));
2583 if(curVBO != sd->u.s.position.VBO) {
2584 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2585 checkGLcall("glBindBufferARB");
2586 curVBO = sd->u.s.position.VBO;
2589 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2590 handling for rhw mode should not impact screen position whereas in GL it does.
2591 This may result in very slightly distored textures in rhw mode, but
2592 a very minimal different. There's always the other option of
2593 fixing the view matrix to prevent w from having any effect
2595 This only applies to user pointer sources, in VBOs the vertices are fixed up
2597 if(sd->u.s.position.VBO == 0) {
2598 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2599 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2600 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2603 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2604 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2605 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2607 checkGLcall("glVertexPointer(...)");
2608 glEnableClientState(GL_VERTEX_ARRAY);
2609 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2612 glDisableClientState(GL_VERTEX_ARRAY);
2613 checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
2616 /* Normals -------------------------------------------------*/
2617 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2618 /* Note dwType == float3 or float4 == 2 or 3 */
2619 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2620 sd->u.s.normal.dwStride,
2621 sd->u.s.normal.lpData));
2622 if(curVBO != sd->u.s.normal.VBO) {
2623 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2624 checkGLcall("glBindBufferARB");
2625 curVBO = sd->u.s.normal.VBO;
2628 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2629 sd->u.s.normal.dwStride,
2630 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2631 checkGLcall("glNormalPointer(...)");
2632 glEnableClientState(GL_NORMAL_ARRAY);
2633 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2636 glDisableClientState(GL_NORMAL_ARRAY);
2637 checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
2638 glNormal3f(0, 0, 1);
2639 checkGLcall("glNormal3f(0, 0, 1)");
2642 /* Diffuse Colour --------------------------------------------*/
2643 /* WARNING: Data here MUST be in RGBA format, so cannot */
2644 /* go directly into fast mode from app pgm, because */
2645 /* directx requires data in BGRA format. */
2646 /* currently fixupVertices swizels the format, but this isn't */
2647 /* very practical when using VBOS */
2648 /* NOTE: Unless we write a vertex shader to swizel the colour */
2649 /* , or the user doesn't care and wants the speed advantage */
2651 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2652 /* Note dwType == float3 or float4 == 2 or 3 */
2653 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2654 sd->u.s.diffuse.dwStride,
2655 sd->u.s.diffuse.lpData));
2657 if(curVBO != sd->u.s.diffuse.VBO) {
2658 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2659 checkGLcall("glBindBufferARB");
2660 curVBO = sd->u.s.diffuse.VBO;
2662 glColorPointer(4, GL_UNSIGNED_BYTE,
2663 sd->u.s.diffuse.dwStride,
2664 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2665 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2666 glEnableClientState(GL_COLOR_ARRAY);
2667 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2670 glDisableClientState(GL_COLOR_ARRAY);
2671 checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
2672 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2673 checkGLcall("glColor4f(1, 1, 1, 1)");
2676 /* Specular Colour ------------------------------------------*/
2677 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2678 TRACE("setting specular colour\n");
2679 /* Note dwType == float3 or float4 == 2 or 3 */
2680 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2681 sd->u.s.specular.dwStride,
2682 sd->u.s.specular.lpData));
2683 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2684 if(curVBO != sd->u.s.specular.VBO) {
2685 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2686 checkGLcall("glBindBufferARB");
2687 curVBO = sd->u.s.specular.VBO;
2689 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
2690 sd->u.s.specular.dwStride,
2691 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
2692 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
2693 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2694 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2697 /* Missing specular color is not critical, no warnings */
2698 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2702 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2704 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2705 checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2706 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
2707 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
2710 /* Missing specular color is not critical, no warnings */
2711 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2715 /* Texture coords -------------------------------------------*/
2717 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2718 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2719 /* Abort if we don't support the extension. */
2720 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2721 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2725 if (stateblock->textures[textureNo] != NULL) {
2726 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2728 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2729 /* The gl texture unit will never be -1 for a bound texture */
2730 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2731 checkGLcall("glClientActiveTextureARB");
2733 if (coordIdx >= MAX_TEXTURES) {
2734 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
2735 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2736 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2738 } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
2739 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
2740 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2741 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2744 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2745 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2746 if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2747 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2748 checkGLcall("glBindBufferARB");
2749 curVBO = sd->u.s.texCoords[coordIdx].VBO;
2751 /* The coords to supply depend completely on the fvf / vertex shader */
2753 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2754 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2755 sd->u.s.texCoords[coordIdx].dwStride,
2756 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2757 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2759 } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2760 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2761 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2764 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2765 /* The number of the mapped stages increses monotonic, so we're fine to use the last used one */
2766 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2767 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
2768 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2769 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2774 static inline void drawPrimitiveTraceDataLocations(
2775 WineDirect3DVertexStridedData *dataLocations) {
2777 /* Dump out what parts we have supplied */
2778 TRACE("Strided Data:\n");
2779 TRACE_STRIDED((dataLocations), position);
2780 TRACE_STRIDED((dataLocations), blendWeights);
2781 TRACE_STRIDED((dataLocations), blendMatrixIndices);
2782 TRACE_STRIDED((dataLocations), normal);
2783 TRACE_STRIDED((dataLocations), pSize);
2784 TRACE_STRIDED((dataLocations), diffuse);
2785 TRACE_STRIDED((dataLocations), specular);
2786 TRACE_STRIDED((dataLocations), texCoords[0]);
2787 TRACE_STRIDED((dataLocations), texCoords[1]);
2788 TRACE_STRIDED((dataLocations), texCoords[2]);
2789 TRACE_STRIDED((dataLocations), texCoords[3]);
2790 TRACE_STRIDED((dataLocations), texCoords[4]);
2791 TRACE_STRIDED((dataLocations), texCoords[5]);
2792 TRACE_STRIDED((dataLocations), texCoords[6]);
2793 TRACE_STRIDED((dataLocations), texCoords[7]);
2794 TRACE_STRIDED((dataLocations), position2);
2795 TRACE_STRIDED((dataLocations), normal2);
2796 TRACE_STRIDED((dataLocations), tangent);
2797 TRACE_STRIDED((dataLocations), binormal);
2798 TRACE_STRIDED((dataLocations), tessFactor);
2799 TRACE_STRIDED((dataLocations), fog);
2800 TRACE_STRIDED((dataLocations), depth);
2801 TRACE_STRIDED((dataLocations), sample);
2806 /* Helper for vertexdeclaration() */
2807 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
2808 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2810 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
2812 if(device->up_strided) {
2813 /* Note: this is a ddraw fixed-function code path */
2814 TRACE("================ Strided Input ===================\n");
2815 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
2818 drawPrimitiveTraceDataLocations(dataLocations);
2820 } else if (stateblock->vertexDecl) {
2821 /* Note: This is a fixed function or shader codepath.
2822 * This means it must handle both types of strided data.
2823 * Shaders must go through here to zero the strided data, even if they
2824 * don't set any declaration at all
2826 TRACE("================ Vertex Declaration ===================\n");
2827 memset(dataLocations, 0, sizeof(*dataLocations));
2828 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
2829 useVertexShaderFunction, dataLocations, &fixup);
2831 /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
2832 * It is reachable through d3d8, but only for fixed-function.
2833 * It will not work properly for shaders.
2835 TRACE("================ FVF ===================\n");
2836 memset(dataLocations, 0, sizeof(*dataLocations));
2837 primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
2839 drawPrimitiveTraceDataLocations(dataLocations);
2843 if (dataLocations->u.s.position_transformed) {
2844 useVertexShaderFunction = FALSE;
2847 /* Unload the old arrays before loading the new ones to get old junk out */
2848 if(context->numberedArraysLoaded) {
2849 unloadNumberedArrays(stateblock);
2850 context->numberedArraysLoaded = FALSE;
2852 if(context->namedArraysLoaded) {
2853 unloadVertexData(stateblock);
2854 context->namedArraysLoaded = FALSE;
2857 if(useVertexShaderFunction) {
2858 TRACE("Loading numbered arrays\n");
2859 loadNumberedArrays(stateblock, dataLocations);
2860 device->useDrawStridedSlow = FALSE;
2861 context->numberedArraysLoaded = TRUE;
2863 (dataLocations->u.s.pSize.lpData == NULL &&
2864 dataLocations->u.s.diffuse.lpData == NULL &&
2865 dataLocations->u.s.specular.lpData == NULL)) {
2866 /* Load the vertex data using named arrays */
2867 TRACE("Loading vertex data\n");
2868 loadVertexData(stateblock, dataLocations);
2869 device->useDrawStridedSlow = FALSE;
2870 context->namedArraysLoaded = TRUE;
2872 TRACE("Not loading vertex data\n");
2873 device->useDrawStridedSlow = TRUE;
2876 /* Generate some fixme's if unsupported functionality is being used */
2877 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
2878 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
2879 if (!useVertexShaderFunction &&
2880 stateblock->renderState[WINED3DRS_VERTEXBLEND] &&
2881 (BUFFER_OR_DATA(blendMatrixIndices) || BUFFER_OR_DATA(blendWeights))) {
2882 FIXME("Vertex Blending is not implemented yet %p %p\n",dataLocations->u.s.blendWeights.lpData,dataLocations->u.s.blendWeights.lpData);
2883 /* TODO: Implement it using GL_ARB_vertex_blend or software emulation in drawStridedSlow */
2885 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
2886 FIXME("Tweening is only valid with vertex shaders\n");
2888 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
2889 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
2891 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
2892 FIXME("Extended attributes are only valid with vertex shaders\n");
2894 #undef BUFFER_OR_DATA
2897 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2898 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
2899 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
2900 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
2902 /* Some stuff is in the device until we have per context tracking */
2903 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2904 BOOL wasrhw = context->last_was_rhw;
2906 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
2907 * here simply check whether a shader was set, or the user disabled shaders
2909 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
2910 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
2911 useVertexShaderFunction = TRUE;
2913 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != context->last_was_foggy_shader) {
2916 } else if(context->last_was_foggy_shader) {
2920 handleStreams(stateblock, useVertexShaderFunction, context);
2922 transformed = device->strided_streams.u.s.position_transformed;
2923 if (transformed) useVertexShaderFunction = FALSE;
2925 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
2929 /* Reapply lighting if it is not scheduled for reapplication already */
2930 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
2931 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
2935 context->last_was_rhw = TRUE;
2938 /* Untransformed, so relies on the view and projection matrices */
2939 context->last_was_rhw = FALSE;
2940 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
2941 device->untransformed = TRUE;
2943 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
2944 * Not needed as long as only hw shaders are supported
2947 /* This sets the shader output position correction constants.
2948 * TODO: Move to the viewport state
2950 if (useVertexShaderFunction) {
2951 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
2955 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
2956 * off this function will be called again anyway to make sure they're properly set
2958 if(!useVertexShaderFunction) {
2959 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
2960 * or transformed / untransformed was switched
2962 if(wasrhw != context->last_was_rhw &&
2963 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
2964 !isStateDirty(context, STATE_VIEWPORT)) {
2965 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
2967 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
2970 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
2971 * this check will fail and the matrix not applied again. This is OK because a simple
2972 * world matrix change reapplies the matrix - These checks here are only to satisfy the
2973 * needs of the vertex declaration.
2975 * World and view matrix go into the same gl matrix, so only apply them when neither is
2978 if(transformed != wasrhw &&
2979 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
2980 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2981 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2984 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
2985 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
2988 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
2989 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
2992 /* We compile the shader here because we need the vertex declaration
2993 * in order to determine if we need to do any swizzling for D3DCOLOR
2994 * registers. If the shader is already compiled this call will do nothing. */
2995 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
2997 if(!context->last_was_vshader) {
2999 static BOOL warned = FALSE;
3000 /* Disable all clip planes to get defined results on all drivers. See comment in the
3001 * state_clipping state handler
3003 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3004 glDisable(GL_CLIP_PLANE0 + i);
3005 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3008 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3009 FIXME("Clipping not supported with vertex shaders\n");
3015 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3018 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3019 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3021 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3022 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3026 context->last_was_vshader = useVertexShaderFunction;
3029 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3033 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3034 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3035 checkGLcall("glDepthRange");
3036 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3038 if(stateblock->wineD3DDevice->render_offscreen) {
3039 glViewport(stateblock->viewport.X,
3040 stateblock->viewport.Y,
3041 stateblock->viewport.Width, stateblock->viewport.Height);
3043 glViewport(stateblock->viewport.X,
3044 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3045 stateblock->viewport.Width, stateblock->viewport.Height);
3048 checkGLcall("glViewport");
3050 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3051 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3052 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3053 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3058 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3059 UINT Index = state - STATE_ACTIVELIGHT(0);
3060 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3063 glDisable(GL_LIGHT0 + Index);
3064 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3067 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3069 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3070 glMatrixMode(GL_MODELVIEW);
3072 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3075 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3076 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3077 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3078 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3079 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3080 checkGLcall("glLightfv");
3083 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3084 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3085 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3086 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3087 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3088 checkGLcall("glLightfv");
3091 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3092 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3093 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3094 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3095 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3096 checkGLcall("glLightfv");
3098 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3099 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3101 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3104 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3105 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3106 * Attenuation0 to NaN and crashes in the gl lib
3109 switch (lightInfo->OriginalParms.Type) {
3110 case WINED3DLIGHT_POINT:
3112 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3113 checkGLcall("glLightfv");
3114 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3115 checkGLcall("glLightf");
3116 /* Attenuation - Are these right? guessing... */
3117 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3118 checkGLcall("glLightf");
3119 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3120 checkGLcall("glLightf");
3121 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3122 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3123 checkGLcall("glLightf");
3127 case WINED3DLIGHT_SPOT:
3129 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3130 checkGLcall("glLightfv");
3132 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3133 checkGLcall("glLightfv");
3134 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3135 checkGLcall("glLightf");
3136 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3137 checkGLcall("glLightf");
3138 /* Attenuation - Are these right? guessing... */
3139 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3140 checkGLcall("glLightf");
3141 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3142 checkGLcall("glLightf");
3143 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3144 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3145 checkGLcall("glLightf");
3149 case WINED3DLIGHT_DIRECTIONAL:
3151 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3152 checkGLcall("glLightfv");
3153 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3154 checkGLcall("glLightf");
3155 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3156 checkGLcall("glLightf");
3160 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3163 /* Restore the modelview matrix */
3166 glEnable(GL_LIGHT0 + Index);
3167 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3173 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3174 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3175 RECT *pRect = &stateblock->scissorRect;
3179 GetClientRect(swapchain->win_handle, &windowRect);
3180 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3181 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3183 winHeight = windowRect.bottom - windowRect.top;
3184 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3185 pRect->right - pRect->left, pRect->bottom - pRect->top);
3186 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3187 checkGLcall("glScissor");
3190 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3191 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3192 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3193 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3195 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3196 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3201 const struct StateEntry StateTable[] =
3203 /* State name representative, apply function */
3204 { /* 0, Undefined */ 0, state_undefined },
3205 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3206 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3207 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3208 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3209 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3210 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3211 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3212 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3213 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3214 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3215 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3216 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3217 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3218 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3219 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3220 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3221 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3222 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3223 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3224 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3225 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3226 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3227 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3228 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3229 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3230 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3231 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3232 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3233 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3234 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3235 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3236 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3237 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3238 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3239 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3240 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3241 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3242 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3243 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3244 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3245 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3246 { /* 42, undefined */ 0, state_undefined },
3247 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3248 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3249 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3250 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3251 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3252 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3253 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3254 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3255 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3256 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3257 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3258 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3259 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3260 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3261 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3262 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3263 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3264 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3265 { /* 61, Undefined */ 0, state_undefined },
3266 { /* 62, Undefined */ 0, state_undefined },
3267 { /* 63, Undefined */ 0, state_undefined },
3268 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3269 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3270 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3271 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3272 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3273 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3274 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3275 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3276 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3277 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3278 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3279 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3280 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3281 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3282 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3283 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3284 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3285 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3286 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3287 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3288 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3289 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3290 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3291 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3292 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3293 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3294 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3295 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3296 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3297 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3298 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3299 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3300 { /* 96, Undefined */ 0, state_undefined },
3301 { /* 97, Undefined */ 0, state_undefined },
3302 { /* 98, Undefined */ 0, state_undefined },
3303 { /* 99, Undefined */ 0, state_undefined },
3304 { /*100, Undefined */ 0, state_undefined },
3305 { /*101, Undefined */ 0, state_undefined },
3306 { /*102, Undefined */ 0, state_undefined },
3307 { /*103, Undefined */ 0, state_undefined },
3308 { /*104, Undefined */ 0, state_undefined },
3309 { /*105, Undefined */ 0, state_undefined },
3310 { /*106, Undefined */ 0, state_undefined },
3311 { /*107, Undefined */ 0, state_undefined },
3312 { /*108, Undefined */ 0, state_undefined },
3313 { /*109, Undefined */ 0, state_undefined },
3314 { /*110, Undefined */ 0, state_undefined },
3315 { /*111, Undefined */ 0, state_undefined },
3316 { /*112, Undefined */ 0, state_undefined },
3317 { /*113, Undefined */ 0, state_undefined },
3318 { /*114, Undefined */ 0, state_undefined },
3319 { /*115, Undefined */ 0, state_undefined },
3320 { /*116, Undefined */ 0, state_undefined },
3321 { /*117, Undefined */ 0, state_undefined },
3322 { /*118, Undefined */ 0, state_undefined },
3323 { /*119, Undefined */ 0, state_undefined },
3324 { /*120, Undefined */ 0, state_undefined },
3325 { /*121, Undefined */ 0, state_undefined },
3326 { /*122, Undefined */ 0, state_undefined },
3327 { /*123, Undefined */ 0, state_undefined },
3328 { /*124, Undefined */ 0, state_undefined },
3329 { /*125, Undefined */ 0, state_undefined },
3330 { /*126, Undefined */ 0, state_undefined },
3331 { /*127, Undefined */ 0, state_undefined },
3333 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3334 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3335 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3336 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3337 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3338 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3339 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3340 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3341 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3342 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3343 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3344 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3345 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3346 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3347 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3348 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3349 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3350 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3351 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3352 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3353 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3354 { /*149, Undefined */ 0, state_undefined },
3355 { /*150, Undefined */ 0, state_undefined },
3356 { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
3357 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3358 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3359 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3360 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3361 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3362 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3363 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3364 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3365 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3366 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3367 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3368 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3369 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3370 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3371 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3372 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3373 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3374 { /*169, Undefined */ 0, state_undefined },
3375 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3376 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3377 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3378 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3379 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3380 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3381 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3382 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3383 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3384 { /*177, undefined */ 0, state_undefined },
3385 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3386 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3387 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3388 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3389 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3390 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3391 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3392 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3393 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3394 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3395 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3396 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3397 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3398 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3399 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3400 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3401 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3402 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3403 { /*196, undefined */ 0, state_undefined },
3404 { /*197, undefined */ 0, state_undefined },
3405 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3406 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3407 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3408 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3409 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3410 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3411 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3412 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3413 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3414 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3415 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3416 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3417 /* Texture stage states */
3418 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3419 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3420 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3421 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3422 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3423 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3424 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3425 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3426 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3427 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3428 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3429 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3430 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3431 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3432 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3433 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3434 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3435 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3436 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3437 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3438 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3439 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3440 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3441 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3442 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3443 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3444 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3445 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3446 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3447 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3448 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3449 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3451 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3452 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3453 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3454 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3455 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3456 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3457 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3458 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3459 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3460 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3461 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3462 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3463 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3464 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3465 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3466 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3467 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3468 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3469 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3470 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3471 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3472 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3473 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3474 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3475 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3476 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3477 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3478 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3479 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3480 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3481 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3482 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3484 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3485 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3486 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3487 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3488 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3489 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3490 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3491 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3492 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3493 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3494 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3495 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3496 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3497 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3498 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3499 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3500 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3501 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3502 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3503 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3504 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3505 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3506 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3507 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3508 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3509 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3510 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3511 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3512 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3513 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3514 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3515 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3517 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3518 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3519 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3520 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3521 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3522 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3523 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3524 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3525 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3526 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3527 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3528 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3529 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3530 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3531 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3532 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3533 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3534 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3535 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3536 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3537 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3538 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3539 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3540 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3541 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3542 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3543 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3544 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3545 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3546 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3547 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3548 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3550 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3551 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3552 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3553 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3554 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3555 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3556 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3557 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3558 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3559 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3560 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3561 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3562 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3563 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3564 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3565 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3566 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3567 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3568 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3569 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3570 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3571 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3572 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3573 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3574 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3575 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3576 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3577 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3578 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3579 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3580 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3581 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3583 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3584 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3585 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3586 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3587 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3588 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3589 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3590 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3591 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3592 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3593 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3594 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3595 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3596 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3597 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3598 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3599 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3600 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3601 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3602 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3603 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3604 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3605 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3606 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3607 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3608 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3609 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3610 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3611 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3612 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3613 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3614 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3616 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3617 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3618 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3619 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3620 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3621 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3622 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3623 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3624 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3625 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3626 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3627 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3628 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3629 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3630 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3631 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3632 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3633 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3634 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3635 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3636 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3637 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3638 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3639 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3640 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3641 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3642 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3643 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3644 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3645 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3646 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3647 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3649 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3650 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3651 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3652 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3653 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3654 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3655 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3656 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3657 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3658 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3659 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3660 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3661 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3662 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3663 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3664 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3665 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3666 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3667 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3668 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3669 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3670 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3671 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3672 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3673 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3674 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3675 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3676 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3677 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3678 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3679 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3680 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3681 /* Sampler states */
3682 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3683 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3684 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3685 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3686 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3687 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3688 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3689 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3690 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3691 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3692 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3693 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3694 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3695 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3696 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3697 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3699 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3700 /* Transform states follow */
3701 { /* 1, undefined */ 0, state_undefined },
3702 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3703 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3704 { /* 4, undefined */ 0, state_undefined },
3705 { /* 5, undefined */ 0, state_undefined },
3706 { /* 6, undefined */ 0, state_undefined },
3707 { /* 7, undefined */ 0, state_undefined },
3708 { /* 8, undefined */ 0, state_undefined },
3709 { /* 9, undefined */ 0, state_undefined },
3710 { /* 10, undefined */ 0, state_undefined },
3711 { /* 11, undefined */ 0, state_undefined },
3712 { /* 12, undefined */ 0, state_undefined },
3713 { /* 13, undefined */ 0, state_undefined },
3714 { /* 14, undefined */ 0, state_undefined },
3715 { /* 15, undefined */ 0, state_undefined },
3716 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3717 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3718 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3719 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3720 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3721 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3722 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3723 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3724 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3725 { /* 24, undefined */ 0, state_undefined },
3726 { /* 25, undefined */ 0, state_undefined },
3727 { /* 26, undefined */ 0, state_undefined },
3728 { /* 27, undefined */ 0, state_undefined },
3729 { /* 28, undefined */ 0, state_undefined },
3730 { /* 29, undefined */ 0, state_undefined },
3731 { /* 30, undefined */ 0, state_undefined },
3732 { /* 31, undefined */ 0, state_undefined },
3733 { /* 32, undefined */ 0, state_undefined },
3734 { /* 33, undefined */ 0, state_undefined },
3735 { /* 34, undefined */ 0, state_undefined },
3736 { /* 35, undefined */ 0, state_undefined },
3737 { /* 36, undefined */ 0, state_undefined },
3738 { /* 37, undefined */ 0, state_undefined },
3739 { /* 38, undefined */ 0, state_undefined },
3740 { /* 39, undefined */ 0, state_undefined },
3741 { /* 40, undefined */ 0, state_undefined },
3742 { /* 41, undefined */ 0, state_undefined },
3743 { /* 42, undefined */ 0, state_undefined },
3744 { /* 43, undefined */ 0, state_undefined },
3745 { /* 44, undefined */ 0, state_undefined },
3746 { /* 45, undefined */ 0, state_undefined },
3747 { /* 46, undefined */ 0, state_undefined },
3748 { /* 47, undefined */ 0, state_undefined },
3749 { /* 48, undefined */ 0, state_undefined },
3750 { /* 49, undefined */ 0, state_undefined },
3751 { /* 50, undefined */ 0, state_undefined },
3752 { /* 51, undefined */ 0, state_undefined },
3753 { /* 52, undefined */ 0, state_undefined },
3754 { /* 53, undefined */ 0, state_undefined },
3755 { /* 54, undefined */ 0, state_undefined },
3756 { /* 55, undefined */ 0, state_undefined },
3757 { /* 56, undefined */ 0, state_undefined },
3758 { /* 57, undefined */ 0, state_undefined },
3759 { /* 58, undefined */ 0, state_undefined },
3760 { /* 59, undefined */ 0, state_undefined },
3761 { /* 60, undefined */ 0, state_undefined },
3762 { /* 61, undefined */ 0, state_undefined },
3763 { /* 62, undefined */ 0, state_undefined },
3764 { /* 63, undefined */ 0, state_undefined },
3765 { /* 64, undefined */ 0, state_undefined },
3766 { /* 65, undefined */ 0, state_undefined },
3767 { /* 66, undefined */ 0, state_undefined },
3768 { /* 67, undefined */ 0, state_undefined },
3769 { /* 68, undefined */ 0, state_undefined },
3770 { /* 69, undefined */ 0, state_undefined },
3771 { /* 70, undefined */ 0, state_undefined },
3772 { /* 71, undefined */ 0, state_undefined },
3773 { /* 72, undefined */ 0, state_undefined },
3774 { /* 73, undefined */ 0, state_undefined },
3775 { /* 74, undefined */ 0, state_undefined },
3776 { /* 75, undefined */ 0, state_undefined },
3777 { /* 76, undefined */ 0, state_undefined },
3778 { /* 77, undefined */ 0, state_undefined },
3779 { /* 78, undefined */ 0, state_undefined },
3780 { /* 79, undefined */ 0, state_undefined },
3781 { /* 80, undefined */ 0, state_undefined },
3782 { /* 81, undefined */ 0, state_undefined },
3783 { /* 82, undefined */ 0, state_undefined },
3784 { /* 83, undefined */ 0, state_undefined },
3785 { /* 84, undefined */ 0, state_undefined },
3786 { /* 85, undefined */ 0, state_undefined },
3787 { /* 86, undefined */ 0, state_undefined },
3788 { /* 87, undefined */ 0, state_undefined },
3789 { /* 88, undefined */ 0, state_undefined },
3790 { /* 89, undefined */ 0, state_undefined },
3791 { /* 90, undefined */ 0, state_undefined },
3792 { /* 91, undefined */ 0, state_undefined },
3793 { /* 92, undefined */ 0, state_undefined },
3794 { /* 93, undefined */ 0, state_undefined },
3795 { /* 94, undefined */ 0, state_undefined },
3796 { /* 95, undefined */ 0, state_undefined },
3797 { /* 96, undefined */ 0, state_undefined },
3798 { /* 97, undefined */ 0, state_undefined },
3799 { /* 98, undefined */ 0, state_undefined },
3800 { /* 99, undefined */ 0, state_undefined },
3801 { /*100, undefined */ 0, state_undefined },
3802 { /*101, undefined */ 0, state_undefined },
3803 { /*102, undefined */ 0, state_undefined },
3804 { /*103, undefined */ 0, state_undefined },
3805 { /*104, undefined */ 0, state_undefined },
3806 { /*105, undefined */ 0, state_undefined },
3807 { /*106, undefined */ 0, state_undefined },
3808 { /*107, undefined */ 0, state_undefined },
3809 { /*108, undefined */ 0, state_undefined },
3810 { /*109, undefined */ 0, state_undefined },
3811 { /*110, undefined */ 0, state_undefined },
3812 { /*111, undefined */ 0, state_undefined },
3813 { /*112, undefined */ 0, state_undefined },
3814 { /*113, undefined */ 0, state_undefined },
3815 { /*114, undefined */ 0, state_undefined },
3816 { /*115, undefined */ 0, state_undefined },
3817 { /*116, undefined */ 0, state_undefined },
3818 { /*117, undefined */ 0, state_undefined },
3819 { /*118, undefined */ 0, state_undefined },
3820 { /*119, undefined */ 0, state_undefined },
3821 { /*120, undefined */ 0, state_undefined },
3822 { /*121, undefined */ 0, state_undefined },
3823 { /*122, undefined */ 0, state_undefined },
3824 { /*123, undefined */ 0, state_undefined },
3825 { /*124, undefined */ 0, state_undefined },
3826 { /*125, undefined */ 0, state_undefined },
3827 { /*126, undefined */ 0, state_undefined },
3828 { /*127, undefined */ 0, state_undefined },
3829 { /*128, undefined */ 0, state_undefined },
3830 { /*129, undefined */ 0, state_undefined },
3831 { /*130, undefined */ 0, state_undefined },
3832 { /*131, undefined */ 0, state_undefined },
3833 { /*132, undefined */ 0, state_undefined },
3834 { /*133, undefined */ 0, state_undefined },
3835 { /*134, undefined */ 0, state_undefined },
3836 { /*135, undefined */ 0, state_undefined },
3837 { /*136, undefined */ 0, state_undefined },
3838 { /*137, undefined */ 0, state_undefined },
3839 { /*138, undefined */ 0, state_undefined },
3840 { /*139, undefined */ 0, state_undefined },
3841 { /*140, undefined */ 0, state_undefined },
3842 { /*141, undefined */ 0, state_undefined },
3843 { /*142, undefined */ 0, state_undefined },
3844 { /*143, undefined */ 0, state_undefined },
3845 { /*144, undefined */ 0, state_undefined },
3846 { /*145, undefined */ 0, state_undefined },
3847 { /*146, undefined */ 0, state_undefined },
3848 { /*147, undefined */ 0, state_undefined },
3849 { /*148, undefined */ 0, state_undefined },
3850 { /*149, undefined */ 0, state_undefined },
3851 { /*150, undefined */ 0, state_undefined },
3852 { /*151, undefined */ 0, state_undefined },
3853 { /*152, undefined */ 0, state_undefined },
3854 { /*153, undefined */ 0, state_undefined },
3855 { /*154, undefined */ 0, state_undefined },
3856 { /*155, undefined */ 0, state_undefined },
3857 { /*156, undefined */ 0, state_undefined },
3858 { /*157, undefined */ 0, state_undefined },
3859 { /*158, undefined */ 0, state_undefined },
3860 { /*159, undefined */ 0, state_undefined },
3861 { /*160, undefined */ 0, state_undefined },
3862 { /*161, undefined */ 0, state_undefined },
3863 { /*162, undefined */ 0, state_undefined },
3864 { /*163, undefined */ 0, state_undefined },
3865 { /*164, undefined */ 0, state_undefined },
3866 { /*165, undefined */ 0, state_undefined },
3867 { /*166, undefined */ 0, state_undefined },
3868 { /*167, undefined */ 0, state_undefined },
3869 { /*168, undefined */ 0, state_undefined },
3870 { /*169, undefined */ 0, state_undefined },
3871 { /*170, undefined */ 0, state_undefined },
3872 { /*171, undefined */ 0, state_undefined },
3873 { /*172, undefined */ 0, state_undefined },
3874 { /*173, undefined */ 0, state_undefined },
3875 { /*174, undefined */ 0, state_undefined },
3876 { /*175, undefined */ 0, state_undefined },
3877 { /*176, undefined */ 0, state_undefined },
3878 { /*177, undefined */ 0, state_undefined },
3879 { /*178, undefined */ 0, state_undefined },
3880 { /*179, undefined */ 0, state_undefined },
3881 { /*180, undefined */ 0, state_undefined },
3882 { /*181, undefined */ 0, state_undefined },
3883 { /*182, undefined */ 0, state_undefined },
3884 { /*183, undefined */ 0, state_undefined },
3885 { /*184, undefined */ 0, state_undefined },
3886 { /*185, undefined */ 0, state_undefined },
3887 { /*186, undefined */ 0, state_undefined },
3888 { /*187, undefined */ 0, state_undefined },
3889 { /*188, undefined */ 0, state_undefined },
3890 { /*189, undefined */ 0, state_undefined },
3891 { /*190, undefined */ 0, state_undefined },
3892 { /*191, undefined */ 0, state_undefined },
3893 { /*192, undefined */ 0, state_undefined },
3894 { /*193, undefined */ 0, state_undefined },
3895 { /*194, undefined */ 0, state_undefined },
3896 { /*195, undefined */ 0, state_undefined },
3897 { /*196, undefined */ 0, state_undefined },
3898 { /*197, undefined */ 0, state_undefined },
3899 { /*198, undefined */ 0, state_undefined },
3900 { /*199, undefined */ 0, state_undefined },
3901 { /*200, undefined */ 0, state_undefined },
3902 { /*201, undefined */ 0, state_undefined },
3903 { /*202, undefined */ 0, state_undefined },
3904 { /*203, undefined */ 0, state_undefined },
3905 { /*204, undefined */ 0, state_undefined },
3906 { /*205, undefined */ 0, state_undefined },
3907 { /*206, undefined */ 0, state_undefined },
3908 { /*207, undefined */ 0, state_undefined },
3909 { /*208, undefined */ 0, state_undefined },
3910 { /*209, undefined */ 0, state_undefined },
3911 { /*210, undefined */ 0, state_undefined },
3912 { /*211, undefined */ 0, state_undefined },
3913 { /*212, undefined */ 0, state_undefined },
3914 { /*213, undefined */ 0, state_undefined },
3915 { /*214, undefined */ 0, state_undefined },
3916 { /*215, undefined */ 0, state_undefined },
3917 { /*216, undefined */ 0, state_undefined },
3918 { /*217, undefined */ 0, state_undefined },
3919 { /*218, undefined */ 0, state_undefined },
3920 { /*219, undefined */ 0, state_undefined },
3921 { /*220, undefined */ 0, state_undefined },
3922 { /*221, undefined */ 0, state_undefined },
3923 { /*222, undefined */ 0, state_undefined },
3924 { /*223, undefined */ 0, state_undefined },
3925 { /*224, undefined */ 0, state_undefined },
3926 { /*225, undefined */ 0, state_undefined },
3927 { /*226, undefined */ 0, state_undefined },
3928 { /*227, undefined */ 0, state_undefined },
3929 { /*228, undefined */ 0, state_undefined },
3930 { /*229, undefined */ 0, state_undefined },
3931 { /*230, undefined */ 0, state_undefined },
3932 { /*231, undefined */ 0, state_undefined },
3933 { /*232, undefined */ 0, state_undefined },
3934 { /*233, undefined */ 0, state_undefined },
3935 { /*234, undefined */ 0, state_undefined },
3936 { /*235, undefined */ 0, state_undefined },
3937 { /*236, undefined */ 0, state_undefined },
3938 { /*237, undefined */ 0, state_undefined },
3939 { /*238, undefined */ 0, state_undefined },
3940 { /*239, undefined */ 0, state_undefined },
3941 { /*240, undefined */ 0, state_undefined },
3942 { /*241, undefined */ 0, state_undefined },
3943 { /*242, undefined */ 0, state_undefined },
3944 { /*243, undefined */ 0, state_undefined },
3945 { /*244, undefined */ 0, state_undefined },
3946 { /*245, undefined */ 0, state_undefined },
3947 { /*246, undefined */ 0, state_undefined },
3948 { /*247, undefined */ 0, state_undefined },
3949 { /*248, undefined */ 0, state_undefined },
3950 { /*249, undefined */ 0, state_undefined },
3951 { /*250, undefined */ 0, state_undefined },
3952 { /*251, undefined */ 0, state_undefined },
3953 { /*252, undefined */ 0, state_undefined },
3954 { /*253, undefined */ 0, state_undefined },
3955 { /*254, undefined */ 0, state_undefined },
3956 { /*255, undefined */ 0, state_undefined },
3958 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
3959 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
3960 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
3961 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
3962 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
3963 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
3964 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
3965 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
3966 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
3967 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
3968 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
3969 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
3970 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
3971 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
3972 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
3973 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
3974 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
3975 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
3976 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
3977 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
3978 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
3979 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
3980 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
3981 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
3982 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
3983 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
3984 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
3985 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
3986 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
3987 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
3988 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
3989 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
3990 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
3991 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
3992 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
3993 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
3994 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
3995 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
3996 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
3997 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
3998 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
3999 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4000 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4001 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4002 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4003 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4004 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4005 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4006 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4007 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4008 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4009 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4010 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4011 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4012 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4013 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4014 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4015 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4016 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4017 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4018 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4019 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4020 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4021 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4022 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4023 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4024 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4025 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4026 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4027 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4028 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4029 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4030 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4031 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4032 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4033 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4034 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4035 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4036 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4037 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4038 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4039 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4040 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4041 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4042 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4043 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4044 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4045 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4046 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4047 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4048 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4049 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4050 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4051 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4052 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4053 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4054 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4055 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4056 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4057 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4058 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4059 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4060 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4061 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4062 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4063 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4064 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4065 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4066 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4067 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4068 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4069 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4070 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4071 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4072 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4073 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4074 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4075 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4076 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4077 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4078 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4079 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4080 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4081 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4082 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4083 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4084 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4085 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4086 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4087 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4088 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4089 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4090 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4091 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4092 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4093 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4094 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4095 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4096 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4097 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4098 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4099 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4100 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4101 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4102 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4103 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4104 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4105 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4106 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4107 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4108 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4109 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4110 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4111 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4112 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4113 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4114 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4115 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4116 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4117 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4118 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4119 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4120 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4121 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4122 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4123 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4124 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4125 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4126 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4127 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4128 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4129 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4130 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4131 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4132 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4133 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4134 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4135 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4136 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4137 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4138 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4139 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4140 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4141 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4142 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4143 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4144 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4145 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4146 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4147 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4148 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4149 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4150 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4151 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4152 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4153 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4154 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4155 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4156 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4157 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4158 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4159 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4160 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4161 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4162 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4163 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4164 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4165 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4166 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4167 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4168 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4169 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4170 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4171 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4172 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4173 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4174 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4175 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4176 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4177 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4178 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4179 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4180 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4181 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4182 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4183 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4184 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4185 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4186 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4187 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4188 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4189 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4190 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4191 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4192 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4193 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4194 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4195 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4196 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4197 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4198 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4199 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4200 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4201 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4202 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4203 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4204 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4205 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4206 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4207 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4208 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4209 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4210 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4211 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4212 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4213 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4214 /* Various Vertex states follow */
4215 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4216 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4217 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4218 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4219 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4220 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4221 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4223 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4224 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4225 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4226 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4227 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4228 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4229 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4230 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4232 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4234 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4235 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4236 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4237 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4238 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4239 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4240 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4241 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4242 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4243 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4244 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4245 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4246 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4247 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4248 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4249 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4250 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4251 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4252 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4253 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4254 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4255 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4256 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4257 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4258 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4259 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4260 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4261 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4262 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4263 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4264 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4265 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },