wined3d: Print a FIXME/WARN for all unsupported vertex blend flags.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11  * Copyright 2009 Henri Verbeet for CodeWeavers
12  *
13  * This library is free software; you can redistribute it and/or
14  * modify it under the terms of the GNU Lesser General Public
15  * License as published by the Free Software Foundation; either
16  * version 2.1 of the License, or (at your option) any later version.
17  *
18  * This library is distributed in the hope that it will be useful,
19  * but WITHOUT ANY WARRANTY; without even the implied warranty of
20  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
21  * Lesser General Public License for more details.
22  *
23  * You should have received a copy of the GNU Lesser General Public
24  * License along with this library; if not, write to the Free Software
25  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26  */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 #define GLINFO_LOCATION (*context->gl_info)
39
40 /* GL locking for state handlers is done by the caller. */
41
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
43
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
45 {
46     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
48      */
49     if(STATE_IS_RENDER(state)) {
50         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52     } else {
53         /* Shouldn't have an unknown type here */
54         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
55     }
56 }
57
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
59 {
60     ERR("Undefined state.\n");
61 }
62
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
64 {
65     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66
67     switch(Value) {
68         case WINED3DFILL_POINT:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71             break;
72         case WINED3DFILL_WIREFRAME:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75             break;
76         case WINED3DFILL_SOLID:
77             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79             break;
80         default:
81             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
82     }
83 }
84
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
86 {
87     /* Lighting is not enabled if transformed vertices are drawn
88      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90      * vertex declaration applying function calls this function for updating
91      */
92
93     if(isStateDirty(context, STATE_VDECL)) {
94         return;
95     }
96
97     if (stateblock->renderState[WINED3DRS_LIGHTING]
98             && !stateblock->device->strided_streams.position_transformed)
99     {
100         glEnable(GL_LIGHTING);
101         checkGLcall("glEnable GL_LIGHTING");
102     } else {
103         glDisable(GL_LIGHTING);
104         checkGLcall("glDisable GL_LIGHTING");
105     }
106 }
107
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
109 {
110     /* No z test without depth stencil buffers */
111     if (!stateblock->device->stencilBufferTarget)
112     {
113         TRACE("No Z buffer - disabling depth test\n");
114         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115         checkGLcall("glDisable GL_DEPTH_TEST");
116         return;
117     }
118
119     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120         case WINED3DZB_FALSE:
121             glDisable(GL_DEPTH_TEST);
122             checkGLcall("glDisable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_TRUE:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             break;
128         case WINED3DZB_USEW:
129             glEnable(GL_DEPTH_TEST);
130             checkGLcall("glEnable GL_DEPTH_TEST");
131             FIXME("W buffer is not well handled\n");
132             break;
133         default:
134             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135     }
136 }
137
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
139 {
140     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141      * switch
142      */
143     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144         case WINED3DCULL_NONE:
145             glDisable(GL_CULL_FACE);
146             checkGLcall("glDisable GL_CULL_FACE");
147             break;
148         case WINED3DCULL_CW:
149             glEnable(GL_CULL_FACE);
150             checkGLcall("glEnable GL_CULL_FACE");
151             glCullFace(GL_FRONT);
152             checkGLcall("glCullFace(GL_FRONT)");
153             break;
154         case WINED3DCULL_CCW:
155             glEnable(GL_CULL_FACE);
156             checkGLcall("glEnable GL_CULL_FACE");
157             glCullFace(GL_BACK);
158             checkGLcall("glCullFace(GL_BACK)");
159             break;
160         default:
161             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
162     }
163 }
164
165 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
166 {
167     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168         case WINED3DSHADE_FLAT:
169             glShadeModel(GL_FLAT);
170             checkGLcall("glShadeModel(GL_FLAT)");
171             break;
172         case WINED3DSHADE_GOURAUD:
173             glShadeModel(GL_SMOOTH);
174             checkGLcall("glShadeModel(GL_SMOOTH)");
175             break;
176         case WINED3DSHADE_PHONG:
177             FIXME("WINED3DSHADE_PHONG isn't supported\n");
178             break;
179         default:
180             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181     }
182 }
183
184 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
185 {
186     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
187         glEnable(GL_DITHER);
188         checkGLcall("glEnable GL_DITHER");
189     } else {
190         glDisable(GL_DITHER);
191         checkGLcall("glDisable GL_DITHER");
192     }
193 }
194
195 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
196 {
197     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198      * this has to be merged with ZENABLE and ZFUNC
199      */
200     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
201         glDepthMask(1);
202         checkGLcall("glDepthMask(1)");
203     } else {
204         glDepthMask(0);
205         checkGLcall("glDepthMask(0)");
206     }
207 }
208
209 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
210 {
211     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
212
213     if(glParm) {
214         if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215             static BOOL once = FALSE;
216             /* There are a few issues with this: First, our inability to
217              * select a proper Z depth, most of the time we're stuck with
218              * D24S8, even if the app selects D32 or D16. There seem to be
219              * some other precision problems which have to be debugged to
220              * make NOTEQUAL and EQUAL work properly
221              */
222             if(!once) {
223                 once = TRUE;
224                 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
225             }
226         }
227
228         glDepthFunc(glParm);
229         checkGLcall("glDepthFunc");
230     }
231 }
232
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
234 {
235     float col[4];
236     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
237
238     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240     checkGLcall("glLightModel for MODEL_AMBIENT");
241 }
242
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
244 {
245     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246     int srcBlend = GL_ZERO;
247     int dstBlend = GL_ZERO;
248
249     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
251         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
252         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
253
254         /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255          * The d3d9 visual test confirms the behavior. */
256         if (context->render_offscreen
257                 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
258         {
259             glDisable(GL_BLEND);
260             checkGLcall("glDisable GL_BLEND");
261             return;
262         } else {
263             glEnable(GL_BLEND);
264             checkGLcall("glEnable GL_BLEND");
265         }
266     } else {
267         glDisable(GL_BLEND);
268         checkGLcall("glDisable GL_BLEND");
269         /* Nothing more to do - get out */
270         return;
271     };
272
273     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
275         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
276         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
277         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
278         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
279         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
280         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
281         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
282
283         /* To compensate the lack of format switching with backbuffer offscreen rendering,
284          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285          * if the render target doesn't support alpha blending. A nonexistent alpha channel
286          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
287          */
288         case WINED3DBLEND_DESTALPHA          :
289             dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
290             break;
291         case WINED3DBLEND_INVDESTALPHA       :
292             dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
293             break;
294
295         case WINED3DBLEND_SRCALPHASAT        :
296             dstBlend = GL_SRC_ALPHA_SATURATE;
297             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
298             break;
299
300         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301          * values which are still valid up to d3d9. They should not occur as dest blend values
302          */
303         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
304             srcBlend = GL_SRC_ALPHA;
305             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
306             break;
307
308         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
311             break;
312
313         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
314         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
315         default:
316             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
317     }
318
319     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
321         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
322         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
323         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
324         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
325         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
326         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
327         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
328         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
329
330         case WINED3DBLEND_DESTALPHA          :
331             srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
332             break;
333         case WINED3DBLEND_INVDESTALPHA       :
334             srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
335             break;
336
337         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
338             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
339             break;
340
341         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342             dstBlend = GL_SRC_ALPHA;
343             break;
344
345         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
346         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
347         default:
348             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
349     }
350
351     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353         glEnable(GL_LINE_SMOOTH);
354         checkGLcall("glEnable(GL_LINE_SMOOTH)");
355         if(srcBlend != GL_SRC_ALPHA) {
356             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
357         }
358         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
360         }
361     } else {
362         glDisable(GL_LINE_SMOOTH);
363         checkGLcall("glDisable(GL_LINE_SMOOTH)");
364     }
365
366     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
369     }
370
371     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372         int srcBlendAlpha = GL_ZERO;
373         int dstBlendAlpha = GL_ZERO;
374
375         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376         if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
377         {
378             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
379             return;
380         }
381
382         switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
384             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
385             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
386             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
387             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
388             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
389             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
390             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
391             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
392             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
393             case WINED3DBLEND_SRCALPHASAT        :
394                 dstBlend = GL_SRC_ALPHA_SATURATE;
395                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
396                 break;
397             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398             * values which are still valid up to d3d9. They should not occur as dest blend values
399             */
400             case WINED3DBLEND_BOTHSRCALPHA       :
401                 dstBlendAlpha = GL_SRC_ALPHA;
402                 srcBlendAlpha = GL_SRC_ALPHA;
403                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
404                 break;
405             case WINED3DBLEND_BOTHINVSRCALPHA    :
406                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
409                 break;
410             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
411             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
412             default:
413                 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
414         }
415
416         switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
418             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
419             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
420             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
421             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
422             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
423             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
424             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
425             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
426             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
427             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
428             case WINED3DBLEND_BOTHSRCALPHA       :
429                 srcBlendAlpha = GL_SRC_ALPHA;
430                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431                 break;
432             case WINED3DBLEND_BOTHINVSRCALPHA    :
433                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434                 dstBlendAlpha = GL_SRC_ALPHA;
435                 break;
436             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
437             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
438             default:
439                 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
440         }
441
442         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443         checkGLcall("glBlendFuncSeparateEXT");
444     } else {
445         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446         glBlendFunc(srcBlend, dstBlend);
447         checkGLcall("glBlendFunc");
448     }
449
450     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451         so it may need updating */
452     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
453     {
454         const struct StateEntry *StateTable = stateblock->device->StateTable;
455         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
456     }
457 }
458
459 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
460 {
461     WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 }
463
464 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
465 {
466     float col[4];
467
468     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
469     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
470     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
471     checkGLcall("glBlendColor");
472 }
473
474 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
475 {
476     int glParm = 0;
477     float ref;
478     BOOL enable_ckey = FALSE;
479
480     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
481
482     /* Find out if the texture on the first stage has a ckey set
483      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486      * in case it finds some texture+colorkeyenable combination which needs extra care.
487      */
488     if (stateblock->textures[0])
489     {
490         UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
491
492         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
493         {
494             IWineD3DSurfaceImpl *surf;
495
496             surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
497
498             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
499             {
500                 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
501                  * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
502                  * surface has alpha bits */
503                 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
504             }
505         }
506     }
507
508     if (enable_ckey || context->last_was_ckey)
509     {
510         const struct StateEntry *StateTable = stateblock->device->StateTable;
511         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
512     }
513     context->last_was_ckey = enable_ckey;
514
515     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
516         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
517         glEnable(GL_ALPHA_TEST);
518         checkGLcall("glEnable GL_ALPHA_TEST");
519     } else {
520         glDisable(GL_ALPHA_TEST);
521         checkGLcall("glDisable GL_ALPHA_TEST");
522         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
523          * enable call
524          */
525         return;
526     }
527
528     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
529         glParm = GL_NOTEQUAL;
530         ref = 0.0f;
531     } else {
532         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
533         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
534     }
535     if(glParm) {
536         glAlphaFunc(glParm, ref);
537         checkGLcall("glAlphaFunc");
538     }
539 }
540
541 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
542 {
543     const struct wined3d_gl_info *gl_info = context->gl_info;
544     DWORD enable  = 0xFFFFFFFF;
545     DWORD disable = 0x00000000;
546
547     if (!stateblock->device->vs_clipping && use_vs(stateblock))
548     {
549         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
550          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
551          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
552          * of that - don't do anything here and keep them disabled
553          */
554         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
555             static BOOL warned = FALSE;
556             if(!warned) {
557                 FIXME("Clipping not supported with vertex shaders\n");
558                 warned = TRUE;
559             }
560         }
561         return;
562     }
563
564     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
565      * of already set values
566      */
567
568     /* If enabling / disabling all
569      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
570      */
571     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
572         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
573         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
574         if (gl_info->supported[ARB_DEPTH_CLAMP])
575         {
576             glDisable(GL_DEPTH_CLAMP);
577             checkGLcall("glDisable(GL_DEPTH_CLAMP)");
578         }
579     } else {
580         disable = 0xffffffff;
581         enable  = 0x00;
582         if (gl_info->supported[ARB_DEPTH_CLAMP])
583         {
584             glEnable(GL_DEPTH_CLAMP);
585             checkGLcall("glEnable(GL_DEPTH_CLAMP)");
586         }
587         else
588         {
589             FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
590         }
591     }
592
593     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
594     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
595     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
596     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
597     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
598     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
599
600     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
601     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
602     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
603     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
604     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
605     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
606
607     /** update clipping status */
608     if (enable) {
609         stateblock->clip_status.ClipUnion = 0;
610         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
611     } else {
612         stateblock->clip_status.ClipUnion = 0;
613         stateblock->clip_status.ClipIntersection = 0;
614     }
615 }
616
617 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
618 {
619     WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
620 }
621
622 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
623 {
624     int blendEquation = GL_FUNC_ADD;
625     int blendEquationAlpha = GL_FUNC_ADD;
626
627     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
628     if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
629             && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
630     {
631         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
632         return;
633     }
634
635     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
636         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
637         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
638         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
639         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
640         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
641         default:
642             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
643     }
644
645     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
646         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
647         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
648         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
649         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
650         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
651         default:
652             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
653     }
654
655     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
656         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
657         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
658         checkGLcall("glBlendEquationSeparateEXT");
659     } else {
660         TRACE("glBlendEquation(%x)\n", blendEquation);
661         GL_EXTCALL(glBlendEquationEXT(blendEquation));
662         checkGLcall("glBlendEquation");
663     }
664 }
665
666 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
667 {
668     const struct wined3d_gl_info *gl_info = context->gl_info;
669     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
670      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
671      * specular color. This is wrong:
672      * Separate specular color means the specular colour is maintained separately, whereas
673      * single color means it is merged in. However in both cases they are being used to
674      * some extent.
675      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
676      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
677      * running 1.4 yet!
678      *
679      *
680      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
681      * Instead, we need to setup the FinalCombiner properly.
682      *
683      * The default setup for the FinalCombiner is:
684      *
685      * <variable>       <input>                             <mapping>               <usage>
686      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
687      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
688      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
689      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
690      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
691      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
692      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
693      *
694      * That's pretty much fine as it is, except for variable B, which needs to take
695      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
696      * whether WINED3DRS_SPECULARENABLE is enabled or not.
697      */
698
699     TRACE("Setting specular enable state and materials\n");
700     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
701         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
702         checkGLcall("glMaterialfv");
703
704         if (stateblock->material.Power > gl_info->limits.shininess)
705         {
706             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
707              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
708              * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
709              * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
710              * them, it should be safe to do so without major visual distortions.
711              */
712             WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
713             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
714         } else {
715             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
716         }
717         checkGLcall("glMaterialf(GL_SHININESS)");
718
719         if (gl_info->supported[EXT_SECONDARY_COLOR])
720         {
721             glEnable(GL_COLOR_SUM_EXT);
722         }
723         else
724         {
725             TRACE("Specular colors cannot be enabled in this version of opengl\n");
726         }
727         checkGLcall("glEnable(GL_COLOR_SUM)");
728
729         if (gl_info->supported[NV_REGISTER_COMBINERS])
730         {
731             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
732             checkGLcall("glFinalCombinerInputNV()");
733         }
734     } else {
735         static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
736
737         /* for the case of enabled lighting: */
738         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
739         checkGLcall("glMaterialfv");
740
741         /* for the case of disabled lighting: */
742         if (gl_info->supported[EXT_SECONDARY_COLOR])
743         {
744             glDisable(GL_COLOR_SUM_EXT);
745         }
746         else
747         {
748             TRACE("Specular colors cannot be disabled in this version of opengl\n");
749         }
750         checkGLcall("glDisable(GL_COLOR_SUM)");
751
752         if (gl_info->supported[NV_REGISTER_COMBINERS])
753         {
754             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755             checkGLcall("glFinalCombinerInputNV()");
756         }
757     }
758
759     TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
760             stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
761             stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
762     TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
763             stateblock->material.Ambient.r, stateblock->material.Ambient.g,
764             stateblock->material.Ambient.b, stateblock->material.Ambient.a);
765     TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
766             stateblock->material.Specular.r, stateblock->material.Specular.g,
767             stateblock->material.Specular.b, stateblock->material.Specular.a);
768     TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
769             stateblock->material.Emissive.r, stateblock->material.Emissive.g,
770             stateblock->material.Emissive.b, stateblock->material.Emissive.a);
771
772     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
773     checkGLcall("glMaterialfv(GL_AMBIENT)");
774     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
775     checkGLcall("glMaterialfv(GL_DIFFUSE)");
776     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
777     checkGLcall("glMaterialfv(GL_EMISSION)");
778 }
779
780 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
781 {
782     unsigned int i;
783
784     /* Note the texture color applies to all textures whereas
785      * GL_TEXTURE_ENV_COLOR applies to active only
786      */
787     float col[4];
788     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
789
790     /* And now the default texture color as well */
791     for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
792     {
793         /* Note the WINED3DRS value applies to all textures, but GL has one
794          * per texture, so apply it now ready to be used!
795          */
796         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
797         checkGLcall("glActiveTextureARB");
798
799         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
800         checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
801     }
802 }
803
804 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
805         GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
806 {
807     glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
808     checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
809     GL_EXTCALL(glActiveStencilFaceEXT(face));
810     checkGLcall("glActiveStencilFaceEXT(...)");
811     glStencilFunc(func, ref, mask);
812     checkGLcall("glStencilFunc(...)");
813     glStencilOp(stencilFail, depthFail, stencilPass);
814     checkGLcall("glStencilOp(...)");
815 }
816
817 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
818 {
819     const struct wined3d_gl_info *gl_info = context->gl_info;
820     DWORD onesided_enable = FALSE;
821     DWORD twosided_enable = FALSE;
822     GLint func = GL_ALWAYS;
823     GLint func_ccw = GL_ALWAYS;
824     GLint ref = 0;
825     GLuint mask = 0;
826     GLint stencilFail = GL_KEEP;
827     GLint depthFail = GL_KEEP;
828     GLint stencilPass = GL_KEEP;
829     GLint stencilFail_ccw = GL_KEEP;
830     GLint depthFail_ccw = GL_KEEP;
831     GLint stencilPass_ccw = GL_KEEP;
832
833     /* No stencil test without a stencil buffer. */
834     if (!stateblock->device->stencilBufferTarget)
835     {
836         glDisable(GL_STENCIL_TEST);
837         checkGLcall("glDisable GL_STENCIL_TEST");
838         return;
839     }
840
841     onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
842     twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
843     if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
844         func = GL_ALWAYS;
845     if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
846         func_ccw = GL_ALWAYS;
847     ref = stateblock->renderState[WINED3DRS_STENCILREF];
848     mask = stateblock->renderState[WINED3DRS_STENCILMASK];
849     stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
850     depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
851     stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
852     stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
853     depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
854     stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
855
856     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
857           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
858           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
859     onesided_enable, twosided_enable, ref, mask,
860     func, stencilFail, depthFail, stencilPass,
861     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
862
863     if (twosided_enable && onesided_enable) {
864         glEnable(GL_STENCIL_TEST);
865         checkGLcall("glEnable GL_STENCIL_TEST");
866
867         if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
868         {
869             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
870              * which has an effect on the code below too. If we apply the front face
871              * afterwards, we are sure that the active stencil face is set to front,
872              * and other stencil functions which do not use two sided stencil do not have
873              * to set it back
874              */
875             renderstate_stencil_twosided(context, GL_BACK,
876                     func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
877             renderstate_stencil_twosided(context, GL_FRONT,
878                     func, ref, mask, stencilFail, depthFail, stencilPass);
879         }
880         else if (gl_info->supported[ATI_SEPARATE_STENCIL])
881         {
882             GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
883             checkGLcall("glStencilFuncSeparateATI(...)");
884             GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
885             checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
886             GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
887             checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
888         } else {
889             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
890         }
891     }
892     else if(onesided_enable)
893     {
894         if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
895         {
896             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
897             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
898         }
899
900         /* This code disables the ATI extension as well, since the standard stencil functions are equal
901          * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
902          */
903         glEnable(GL_STENCIL_TEST);
904         checkGLcall("glEnable GL_STENCIL_TEST");
905         glStencilFunc(func, ref, mask);
906         checkGLcall("glStencilFunc(...)");
907         glStencilOp(stencilFail, depthFail, stencilPass);
908         checkGLcall("glStencilOp(...)");
909     } else {
910         glDisable(GL_STENCIL_TEST);
911         checkGLcall("glDisable GL_STENCIL_TEST");
912     }
913 }
914
915 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
916 {
917     DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
918
919     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
920     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
921     glStencilMask(mask);
922     checkGLcall("glStencilMask");
923     GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
924     checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
925     glStencilMask(mask);
926 }
927
928 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
929 {
930     DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
931
932     glStencilMask(mask);
933     checkGLcall("glStencilMask");
934 }
935
936 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
937 {
938
939     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
940
941     if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
942
943     /* Table fog on: Never use fog coords, and use per-fragment fog */
944     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
945         glHint(GL_FOG_HINT, GL_NICEST);
946         if(context->fog_coord) {
947             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
948             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
949             context->fog_coord = FALSE;
950         }
951         return;
952     }
953
954     /* Otherwise use per-vertex fog in any case */
955     glHint(GL_FOG_HINT, GL_FASTEST);
956
957     if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
958         /* No fog at all, or transformed vertices: Use fog coord */
959         if(!context->fog_coord) {
960             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
961             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
962             context->fog_coord = TRUE;
963         }
964     } else {
965         /* Otherwise, use the fragment depth */
966         if(context->fog_coord) {
967             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
968             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
969             context->fog_coord = FALSE;
970         }
971     }
972 }
973
974 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
975 {
976     float fogstart, fogend;
977     union {
978         DWORD d;
979         float f;
980     } tmpvalue;
981
982     switch(context->fog_source) {
983         case FOGSOURCE_VS:
984             fogstart = 1.0f;
985             fogend = 0.0f;
986             break;
987
988         case FOGSOURCE_COORD:
989             fogstart = 255.0f;
990             fogend = 0.0f;
991             break;
992
993         case FOGSOURCE_FFP:
994             tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
995             fogstart = tmpvalue.f;
996             tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
997             fogend = tmpvalue.f;
998             /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
999             if(fogstart == fogend) {
1000                 fogstart = -1.0f / 0.0f;
1001                 fogend = 0.0f;
1002             }
1003             break;
1004
1005         default:
1006             /* This should not happen.context->fog_source is set in wined3d, not the app.
1007              * Still this is needed to make the compiler happy
1008              */
1009             ERR("Unexpected fog coordinate source\n");
1010             fogstart = 0.0f;
1011             fogend = 0.0f;
1012     }
1013
1014     glFogf(GL_FOG_START, fogstart);
1015     checkGLcall("glFogf(GL_FOG_START, fogstart)");
1016     TRACE("Fog Start == %f\n", fogstart);
1017
1018     glFogf(GL_FOG_END, fogend);
1019     checkGLcall("glFogf(GL_FOG_END, fogend)");
1020     TRACE("Fog End == %f\n", fogend);
1021 }
1022
1023 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1024 {
1025     enum fogsource new_source;
1026
1027     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1028
1029     if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1030         /* No fog? Disable it, and we're done :-) */
1031         glDisableWINE(GL_FOG);
1032         checkGLcall("glDisable GL_FOG");
1033         return;
1034     }
1035
1036     /* Fog Rules:
1037      *
1038      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1039      * It can use the Z value of the vertex, or the alpha component of the specular color.
1040      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1041      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1042      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1043      *
1044      * FOGTABLEMODE != NONE:
1045      *  The Z value is used, with the equation specified, no matter what vertex type.
1046      *
1047      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1048      *  Per vertex fog is calculated using the specified fog equation and the parameters
1049      *
1050      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1051      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1052      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1053      *
1054      *
1055      * Rules for vertex fog with shaders:
1056      *
1057      * When mixing fixed function functionality with the programmable pipeline, D3D expects
1058      * the fog computation to happen during transformation while openGL expects it to happen
1059      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1060      * the pixel shader while openGL always expects the pixel shader to handle the blending.
1061      * To solve this problem, WineD3D does:
1062      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1063      * shader,
1064      * and 2) disables the fog computation (in either the fixed function or programmable
1065      * rasterizer) if using a vertex program.
1066      *
1067      * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1068      * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1069      * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1070      * the specular color, a vertex shader counts as pretransformed geometry in this case.
1071      * There are some GL differences between specular fog coords and vertex shaders though.
1072      *
1073      * With table fog the vertex shader fog coordinate is ignored.
1074      *
1075      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1076      * without shaders).
1077      */
1078
1079     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1080      * the system will apply only pixel(=table) fog effects."
1081      */
1082     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1083         if(use_vs(stateblock)) {
1084             glFogi(GL_FOG_MODE, GL_LINEAR);
1085             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1086             new_source = FOGSOURCE_VS;
1087         } else {
1088             switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1089                 /* If processed vertices are used, fall through to the NONE case */
1090                 case WINED3DFOG_EXP:
1091                     if(!context->last_was_rhw) {
1092                         glFogi(GL_FOG_MODE, GL_EXP);
1093                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1094                         new_source = FOGSOURCE_FFP;
1095                         break;
1096                     }
1097                     /* drop through */
1098
1099                 case WINED3DFOG_EXP2:
1100                     if(!context->last_was_rhw) {
1101                         glFogi(GL_FOG_MODE, GL_EXP2);
1102                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1103                         new_source = FOGSOURCE_FFP;
1104                         break;
1105                     }
1106                     /* drop through */
1107
1108                 case WINED3DFOG_LINEAR:
1109                     if(!context->last_was_rhw) {
1110                         glFogi(GL_FOG_MODE, GL_LINEAR);
1111                         checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1112                         new_source = FOGSOURCE_FFP;
1113                         break;
1114                     }
1115                     /* drop through */
1116
1117                 case WINED3DFOG_NONE:
1118                     /* Both are none? According to msdn the alpha channel of the specular
1119                      * color contains a fog factor. Set it in drawStridedSlow.
1120                      * Same happens with Vertexfog on transformed vertices
1121                      */
1122                     new_source = FOGSOURCE_COORD;
1123                     glFogi(GL_FOG_MODE, GL_LINEAR);
1124                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1125                     break;
1126
1127                 default:
1128                     FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1129                     new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1130             }
1131         }
1132     } else {
1133         new_source = FOGSOURCE_FFP;
1134
1135         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1136             case WINED3DFOG_EXP:
1137                 glFogi(GL_FOG_MODE, GL_EXP);
1138                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1139                 break;
1140
1141             case WINED3DFOG_EXP2:
1142                 glFogi(GL_FOG_MODE, GL_EXP2);
1143                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1144                 break;
1145
1146             case WINED3DFOG_LINEAR:
1147                 glFogi(GL_FOG_MODE, GL_LINEAR);
1148                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1149                 break;
1150
1151             case WINED3DFOG_NONE:   /* Won't happen */
1152             default:
1153                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1154         }
1155     }
1156
1157     glEnableWINE(GL_FOG);
1158     checkGLcall("glEnable GL_FOG");
1159     if(new_source != context->fog_source) {
1160         context->fog_source = new_source;
1161         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1162     }
1163 }
1164
1165 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1166 {
1167     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1168         WARN("Range fog enabled, but not supported by this opengl implementation\n");
1169     }
1170 }
1171
1172 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1173 {
1174     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1175         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1176         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1177     } else {
1178         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1179         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1180     }
1181 }
1182
1183 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1184 {
1185     float col[4];
1186     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1187     glFogfv(GL_FOG_COLOR, &col[0]);
1188     checkGLcall("glFog GL_FOG_COLOR");
1189 }
1190
1191 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1192 {
1193     union {
1194         DWORD d;
1195         float f;
1196     } tmpvalue;
1197     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1198     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1199     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1200 }
1201
1202 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1203 {
1204     IWineD3DDeviceImpl *device = stateblock->device;
1205     GLenum Parm = 0;
1206
1207     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208      * The vertex declaration will call this function if the fixed function pipeline is used.
1209      */
1210
1211     if(isStateDirty(context, STATE_VDECL)) {
1212         return;
1213     }
1214
1215     context->num_untracked_materials = 0;
1216     if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1217             && stateblock->renderState[WINED3DRS_COLORVERTEX])
1218     {
1219         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1221               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1222               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1223               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1224
1225         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1226             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227                 Parm = GL_AMBIENT_AND_DIFFUSE;
1228             } else {
1229                 Parm = GL_DIFFUSE;
1230             }
1231             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1232                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1233                 context->num_untracked_materials++;
1234             }
1235             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1237                 context->num_untracked_materials++;
1238             }
1239         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1240             Parm = GL_AMBIENT;
1241             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1242                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1243                 context->num_untracked_materials++;
1244             }
1245             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247                 context->num_untracked_materials++;
1248             }
1249         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250             Parm = GL_EMISSION;
1251             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1252                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1253                 context->num_untracked_materials++;
1254             }
1255         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1256             Parm = GL_SPECULAR;
1257         }
1258     }
1259
1260     /* Nothing changed, return. */
1261     if (Parm == context->tracking_parm) return;
1262
1263     if(!Parm) {
1264         glDisable(GL_COLOR_MATERIAL);
1265         checkGLcall("glDisable GL_COLOR_MATERIAL");
1266     } else {
1267         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1268         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1269         glEnable(GL_COLOR_MATERIAL);
1270         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1271     }
1272
1273     /* Apparently calls to glMaterialfv are ignored for properties we're
1274      * tracking with glColorMaterial, so apply those here. */
1275     switch (context->tracking_parm) {
1276         case GL_AMBIENT_AND_DIFFUSE:
1277             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1278             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1279             checkGLcall("glMaterialfv");
1280             break;
1281
1282         case GL_DIFFUSE:
1283             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1284             checkGLcall("glMaterialfv");
1285             break;
1286
1287         case GL_AMBIENT:
1288             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1289             checkGLcall("glMaterialfv");
1290             break;
1291
1292         case GL_EMISSION:
1293             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1294             checkGLcall("glMaterialfv");
1295             break;
1296
1297         case GL_SPECULAR:
1298             /* Only change material color if specular is enabled, otherwise it is set to black */
1299             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1300                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1301                 checkGLcall("glMaterialfv");
1302             } else {
1303                 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1304                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1305                 checkGLcall("glMaterialfv");
1306             }
1307             break;
1308     }
1309
1310     context->tracking_parm = Parm;
1311 }
1312
1313 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1314 {
1315     union {
1316         DWORD                 d;
1317         WINED3DLINEPATTERN    lp;
1318     } tmppattern;
1319     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1320
1321     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1322
1323     if (tmppattern.lp.wRepeatFactor) {
1324         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1325         checkGLcall("glLineStipple(repeat, linepattern)");
1326         glEnable(GL_LINE_STIPPLE);
1327         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1328     } else {
1329         glDisable(GL_LINE_STIPPLE);
1330         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1331     }
1332 }
1333
1334 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1335 {
1336     union {
1337         DWORD d;
1338         float f;
1339     } tmpvalue;
1340
1341     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1342         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1343         TRACE("ZBias value %f\n", tmpvalue.f);
1344         glPolygonOffset(0, -tmpvalue.f);
1345         checkGLcall("glPolygonOffset(0, -Value)");
1346         glEnable(GL_POLYGON_OFFSET_FILL);
1347         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1348         glEnable(GL_POLYGON_OFFSET_LINE);
1349         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1350         glEnable(GL_POLYGON_OFFSET_POINT);
1351         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1352     } else {
1353         glDisable(GL_POLYGON_OFFSET_FILL);
1354         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1355         glDisable(GL_POLYGON_OFFSET_LINE);
1356         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1357         glDisable(GL_POLYGON_OFFSET_POINT);
1358         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1359     }
1360 }
1361
1362
1363 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1364 {
1365     if(isStateDirty(context, STATE_VDECL)) {
1366         return;
1367     }
1368     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1369      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1370      * by zero and is not properly defined in opengl, so avoid it
1371      */
1372     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1373             && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1374     {
1375         glEnable(GL_NORMALIZE);
1376         checkGLcall("glEnable(GL_NORMALIZE);");
1377     } else {
1378         glDisable(GL_NORMALIZE);
1379         checkGLcall("glDisable(GL_NORMALIZE);");
1380     }
1381 }
1382
1383 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1384 {
1385     union {
1386         DWORD d;
1387         float f;
1388     } tmpvalue;
1389
1390     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1391     if (tmpvalue.f != 1.0f)
1392     {
1393         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1394     }
1395     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1396     if (tmpvalue.f != 64.0f)
1397     {
1398         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1399     }
1400
1401 }
1402
1403 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1404 {
1405     union {
1406         DWORD d;
1407         float f;
1408     } min, max;
1409
1410     min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1411     max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1412
1413     /* Max point size trumps min point size */
1414     if(min.f > max.f) {
1415         min.f = max.f;
1416     }
1417
1418     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1419     checkGLcall("glPointParameterfEXT(...)");
1420     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1421     checkGLcall("glPointParameterfEXT(...)");
1422 }
1423
1424 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1425 {
1426     union {
1427         DWORD d;
1428         float f;
1429     } min, max;
1430
1431     min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1432     max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1433
1434     /* Max point size trumps min point size */
1435     if(min.f > max.f) {
1436         min.f = max.f;
1437     }
1438
1439     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1440     checkGLcall("glPointParameterfARB(...)");
1441     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1442     checkGLcall("glPointParameterfARB(...)");
1443 }
1444
1445 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1446 {
1447     const struct wined3d_gl_info *gl_info = context->gl_info;
1448     /* TODO: Group this with the viewport */
1449     /*
1450      * POINTSCALEENABLE controls how point size value is treated. If set to
1451      * true, the point size is scaled with respect to height of viewport.
1452      * When set to false point size is in pixels.
1453      */
1454
1455     /* Default values */
1456     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1457     union {
1458         DWORD d;
1459         float f;
1460     } pointSize, A, B, C;
1461
1462     pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1463     A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1464     B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1465     C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1466
1467     if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1468         GLfloat scaleFactor;
1469         float h = stateblock->viewport.Height;
1470
1471         if (pointSize.f < gl_info->limits.pointsize_min)
1472         {
1473             /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1474              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1475              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1476              * are less than 1.0f. scale_factor =  1.0f / point_size.
1477              */
1478             scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1479             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1480              * is 1.0, but then accepts points below that and draws too small points
1481              */
1482             pointSize.f = gl_info->limits.pointsize_min;
1483         }
1484         else if(pointSize.f > gl_info->limits.pointsize_max)
1485         {
1486             /* gl already scales the input to glPointSize,
1487              * d3d scales the result after the point size scale.
1488              * If the point size is bigger than the max size, use the
1489              * scaling to scale it bigger, and set the gl point size to max
1490              */
1491             scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1492             TRACE("scale: %f\n", scaleFactor);
1493             pointSize.f = gl_info->limits.pointsize_max;
1494         } else {
1495             scaleFactor = 1.0f;
1496         }
1497         scaleFactor = pow(h * scaleFactor, 2);
1498
1499         att[0] = A.f / scaleFactor;
1500         att[1] = B.f / scaleFactor;
1501         att[2] = C.f / scaleFactor;
1502     }
1503
1504     if (gl_info->supported[ARB_POINT_PARAMETERS])
1505     {
1506         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1507         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1508     }
1509     else if (gl_info->supported[EXT_POINT_PARAMETERS])
1510     {
1511         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1512         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1513     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1514         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1515     }
1516
1517     glPointSize(pointSize.f);
1518     checkGLcall("glPointSize(...);");
1519 }
1520
1521 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1522 {
1523     WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1524 }
1525
1526 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1527 {
1528     DWORD mask0 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1529     DWORD mask1 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE1];
1530     DWORD mask2 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE2];
1531     DWORD mask3 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE3];
1532
1533     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1534             mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1535             mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1536             mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1537             mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1538     glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1539             mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1540             mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1541             mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1542     checkGLcall("glColorMask(...)");
1543
1544     if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1545         || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1546     {
1547         FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1548             mask0, mask1, mask2, mask3);
1549         FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1550     }
1551 }
1552
1553 static void set_color_mask(struct wined3d_context *context, UINT index, DWORD mask)
1554 {
1555     GL_EXTCALL(glColorMaskIndexedEXT(index,
1556             mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1557             mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1558             mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1559             mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1560 }
1561
1562 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1563 {
1564     set_color_mask(context, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1565 }
1566
1567 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1568 {
1569     set_color_mask(context, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1570 }
1571
1572 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1573 {
1574     set_color_mask(context, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1575 }
1576
1577 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1578 {
1579     set_color_mask(context, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1580 }
1581
1582 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1583 {
1584     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1585         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1586         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1587     } else {
1588         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1589         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1590     }
1591 }
1592
1593 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1594 {
1595     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1596         TRACE("Last Pixel Drawing Enabled\n");
1597     } else {
1598         static BOOL warned;
1599         if (!warned) {
1600             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1601             warned = TRUE;
1602         } else {
1603             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1604         }
1605     }
1606 }
1607
1608 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1609 {
1610     static BOOL warned;
1611
1612     /* TODO: NV_POINT_SPRITE */
1613     if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1614         /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1615         FIXME("Point sprites not supported\n");
1616         warned = TRUE;
1617     }
1618 }
1619
1620 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1621 {
1622     const struct wined3d_gl_info *gl_info = context->gl_info;
1623
1624     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1625     {
1626         static BOOL warned;
1627
1628         if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1629         {
1630             if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1631             {
1632                 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1633                 warned = TRUE;
1634             }
1635         }
1636
1637         glEnable(GL_POINT_SPRITE_ARB);
1638         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1639     } else {
1640         glDisable(GL_POINT_SPRITE_ARB);
1641         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1642     }
1643 }
1644
1645 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1646 {
1647     /**
1648      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1649      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1650      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1651      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1652
1653      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1654      */
1655     TRACE("Stub\n");
1656     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1657        stateblock->renderState[WINED3DRS_WRAP1] ||
1658        stateblock->renderState[WINED3DRS_WRAP2] ||
1659        stateblock->renderState[WINED3DRS_WRAP3] ||
1660        stateblock->renderState[WINED3DRS_WRAP4] ||
1661        stateblock->renderState[WINED3DRS_WRAP5] ||
1662        stateblock->renderState[WINED3DRS_WRAP6] ||
1663        stateblock->renderState[WINED3DRS_WRAP7] ||
1664        stateblock->renderState[WINED3DRS_WRAP8] ||
1665        stateblock->renderState[WINED3DRS_WRAP9] ||
1666        stateblock->renderState[WINED3DRS_WRAP10] ||
1667        stateblock->renderState[WINED3DRS_WRAP11] ||
1668        stateblock->renderState[WINED3DRS_WRAP12] ||
1669        stateblock->renderState[WINED3DRS_WRAP13] ||
1670        stateblock->renderState[WINED3DRS_WRAP14] ||
1671        stateblock->renderState[WINED3DRS_WRAP15] ) {
1672         FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1673     }
1674 }
1675
1676 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1677 {
1678     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1679         WARN("Multisample antialiasing not supported by gl\n");
1680     }
1681 }
1682
1683 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1684 {
1685     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1686         glEnable(GL_MULTISAMPLE_ARB);
1687         checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1688     } else {
1689         glDisable(GL_MULTISAMPLE_ARB);
1690         checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1691     }
1692 }
1693
1694 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1695 {
1696     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1697         glEnable(GL_SCISSOR_TEST);
1698         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1699     } else {
1700         glDisable(GL_SCISSOR_TEST);
1701         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1702     }
1703 }
1704
1705 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1706  * OpenGL the bias is specified in units of "the smallest value that is
1707  * guaranteed to produce a resolvable offset for a given implementation". To
1708  * convert from D3D to GL we need to divide the D3D depth bias by that value.
1709  * There's no practical way to retrieve that value from a given GL
1710  * implementation, but the D3D application has essentially the same problem,
1711  * which makes a guess of 1e-6f seem reasonable here. Note that
1712  * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1713  * need to be scaled. */
1714 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1715 {
1716     if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1717             || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1718     {
1719         union
1720         {
1721             DWORD d;
1722             float f;
1723         } scale_bias, const_bias;
1724
1725         scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1726         const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1727
1728         glEnable(GL_POLYGON_OFFSET_FILL);
1729         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1730
1731         glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1732         checkGLcall("glPolygonOffset(...)");
1733     } else {
1734         glDisable(GL_POLYGON_OFFSET_FILL);
1735         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1736     }
1737 }
1738
1739 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1740 {
1741     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1742         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1743         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1744     } else {
1745         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1746         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1747     }
1748 }
1749
1750 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1751 {
1752     TRACE("Stub\n");
1753     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1754         FIXME(" Stippled Alpha not supported yet.\n");
1755 }
1756
1757 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1758 {
1759     TRACE("Stub\n");
1760     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1761         FIXME(" Antialias not supported yet.\n");
1762 }
1763
1764 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1765 {
1766     TRACE("Stub\n");
1767     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1768         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1769 }
1770
1771 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1772 {
1773     TRACE("Stub\n");
1774     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1775         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1776 }
1777
1778 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1779 {
1780     union {
1781         DWORD d;
1782         float f;
1783     } tmpvalue;
1784     tmpvalue.f = 1.0f;
1785
1786     TRACE("Stub\n");
1787     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1788     {
1789         static BOOL displayed = FALSE;
1790
1791         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1792         if(!displayed)
1793             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1794
1795         displayed = TRUE;
1796     }
1797 }
1798
1799 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1800 {
1801     TRACE("Stub\n");
1802     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1803         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1804 }
1805
1806 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1807 {
1808     TRACE("Stub\n");
1809     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1810         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1811 }
1812
1813 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1814 {
1815     TRACE("Stub\n");
1816     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1817         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1818 }
1819
1820 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1821 {
1822     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1823         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1824     }
1825 }
1826
1827 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1828 {
1829     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1830         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1831     }
1832 }
1833
1834 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1835 {
1836     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1837         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1838     }
1839 }
1840
1841 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1842 {
1843     if(stateblock->renderState[WINED3DRS_ROP2]) {
1844         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1845     }
1846 }
1847
1848 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1849 {
1850     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1851         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1852     }
1853 }
1854
1855 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1856 {
1857     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1858         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1859     }
1860 }
1861
1862 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1863 {
1864     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1865         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1866     }
1867 }
1868
1869 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1870 {
1871     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1872         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1873     }
1874 }
1875
1876 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1877 {
1878     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1879         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1880     }
1881 }
1882
1883 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1884 {
1885     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1886         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1887     }
1888 }
1889
1890 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1891 {
1892     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1893         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1894     }
1895 }
1896
1897 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1898 {
1899     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1900         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1901     }
1902 }
1903
1904 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1905 {
1906     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1907         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1908     }
1909 }
1910
1911 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1912 {
1913     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1914         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1915     }
1916 }
1917
1918 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1919 {
1920     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1921         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1922     }
1923 }
1924
1925 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1926 {
1927     if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1928     {
1929         FIXME("Software vertex processing not implemented.\n");
1930     }
1931 }
1932
1933 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1934 #if defined (GL_VERSION_1_3)
1935 # define useext(A) A
1936 #elif defined (GL_EXT_texture_env_combine)
1937 # define useext(A) A##_EXT
1938 #elif defined (GL_ARB_texture_env_combine)
1939 # define useext(A) A##_ARB
1940 #endif
1941
1942 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1943     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1944     * input should be used for all input components. The WINED3DTA_COMPLEMENT
1945     * flag specifies the complement of the input should be used. */
1946     BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1947     BOOL complement = arg & WINED3DTA_COMPLEMENT;
1948
1949     /* Calculate the operand */
1950     if (complement) {
1951         if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1952         else *operand = GL_ONE_MINUS_SRC_COLOR;
1953     } else {
1954         if (from_alpha) *operand = GL_SRC_ALPHA;
1955         else *operand = GL_SRC_COLOR;
1956     }
1957
1958     /* Calculate the source */
1959     switch (arg & WINED3DTA_SELECTMASK) {
1960         case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1961         case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1962         case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1963         case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1964         case WINED3DTA_SPECULAR:
1965             /*
1966             * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1967             * 'Secondary color' and isn't supported until base GL supports it
1968             * There is no concept of temp registers as far as I can tell
1969             */
1970             FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1971             *source = GL_TEXTURE;
1972             break;
1973         default:
1974             FIXME("Unrecognized texture arg %#x\n", arg);
1975             *source = GL_TEXTURE;
1976             break;
1977     }
1978 }
1979
1980 /* Setup the texture operations texture stage states */
1981 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1982         BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1983 {
1984     const struct wined3d_gl_info *gl_info = context->gl_info;
1985     GLenum src1, src2, src3;
1986     GLenum opr1, opr2, opr3;
1987     GLenum comb_target;
1988     GLenum src0_target, src1_target, src2_target;
1989     GLenum opr0_target, opr1_target, opr2_target;
1990     GLenum scal_target;
1991     GLenum opr=0, invopr, src3_target, opr3_target;
1992     BOOL Handled = FALSE;
1993     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1994
1995     TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1996
1997     /* This is called by a state handler which has the gl lock held and a context for the thread */
1998
1999         /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2000     the form (a1 <operation> a2). However, some of the more complex operations
2001     take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2002     in a third parameter called a0. Therefore these are operations of the form
2003     a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2004
2005     However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2006     functions below, expect their syntax to differ slightly to those listed in the
2007     manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2008     This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP                     */
2009
2010     if (isAlpha) {
2011         comb_target = useext(GL_COMBINE_ALPHA);
2012         src0_target = useext(GL_SOURCE0_ALPHA);
2013         src1_target = useext(GL_SOURCE1_ALPHA);
2014         src2_target = useext(GL_SOURCE2_ALPHA);
2015         opr0_target = useext(GL_OPERAND0_ALPHA);
2016         opr1_target = useext(GL_OPERAND1_ALPHA);
2017         opr2_target = useext(GL_OPERAND2_ALPHA);
2018         scal_target = GL_ALPHA_SCALE;
2019     }
2020     else {
2021         comb_target = useext(GL_COMBINE_RGB);
2022         src0_target = useext(GL_SOURCE0_RGB);
2023         src1_target = useext(GL_SOURCE1_RGB);
2024         src2_target = useext(GL_SOURCE2_RGB);
2025         opr0_target = useext(GL_OPERAND0_RGB);
2026         opr1_target = useext(GL_OPERAND1_RGB);
2027         opr2_target = useext(GL_OPERAND2_RGB);
2028         scal_target = useext(GL_RGB_SCALE);
2029     }
2030
2031         /* If a texture stage references an invalid texture unit the stage just
2032         * passes through the result from the previous stage */
2033     if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2034         arg1 = WINED3DTA_CURRENT;
2035         op = WINED3DTOP_SELECTARG1;
2036     }
2037
2038     if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2039         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2040     } else {
2041         get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2042     }
2043     get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2044     get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2045
2046     TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2047
2048     Handled = TRUE; /* Assume will be handled */
2049
2050     /* Other texture operations require special extensions: */
2051     if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2052     {
2053         if (isAlpha) {
2054             opr = GL_SRC_ALPHA;
2055             invopr = GL_ONE_MINUS_SRC_ALPHA;
2056             src3_target = GL_SOURCE3_ALPHA_NV;
2057             opr3_target = GL_OPERAND3_ALPHA_NV;
2058         } else {
2059             opr = GL_SRC_COLOR;
2060             invopr = GL_ONE_MINUS_SRC_COLOR;
2061             src3_target = GL_SOURCE3_RGB_NV;
2062             opr3_target = GL_OPERAND3_RGB_NV;
2063         }
2064         switch (op) {
2065             case WINED3DTOP_DISABLE: /* Only for alpha */
2066                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2067                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2068                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2069                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2070                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2071                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2072                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2073                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2074                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2075                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2076                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2077                 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2078                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2079                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2080                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2081                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2082                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2083                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2084                 break;
2085                 case WINED3DTOP_SELECTARG1:                                          /* = a1 * 1 + 0 * 0 */
2086                 case WINED3DTOP_SELECTARG2:                                          /* = a2 * 1 + 0 * 0 */
2087                     glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2088                     checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2089                     if (op == WINED3DTOP_SELECTARG1) {
2090                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2091                         checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2092                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2093                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2094                     } else {
2095                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2096                         checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2097                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2098                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2099                     }
2100                     glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2101                     checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2102                     glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2103                     checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2104                     glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2105                     checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2106                     glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2107                     checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2108                     glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2109                     checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2110                     glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2111                     checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2112                     break;
2113
2114             case WINED3DTOP_MODULATE:
2115                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2116                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2117                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2118                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2119                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2120                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2121                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2122                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2123                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2124                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2125                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2126                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2127                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2128                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2129                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2130                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2131                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2132                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2133                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2134                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2135                 break;
2136             case WINED3DTOP_MODULATE2X:
2137                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2138                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2139                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2140                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2141                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2142                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2143                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2144                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2145                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2146                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2147                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2148                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2149                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2150                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2151                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2152                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2153                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2154                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2155                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2156                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2157                 break;
2158             case WINED3DTOP_MODULATE4X:
2159                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2160                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2161                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2162                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2163                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2164                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2165                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2166                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2167                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2168                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2169                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2170                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2171                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2172                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2173                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2174                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2175                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2176                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2177                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2178                 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2179                 break;
2180
2181             case WINED3DTOP_ADD:
2182                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2183                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2184                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2185                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2186                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2187                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2188                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2189                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2190                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2191                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2192                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2193                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2194                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2195                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2196                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2197                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2198                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2199                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2200                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2201                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2202                 break;
2203
2204             case WINED3DTOP_ADDSIGNED:
2205                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2206                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2207                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2208                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2209                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2210                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2211                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2212                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2213                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2214                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2215                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2216                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2217                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2218                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2219                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2220                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2221                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2222                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2223                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2224                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2225                 break;
2226
2227             case WINED3DTOP_ADDSIGNED2X:
2228                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2229                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2230                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2231                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2232                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2233                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2234                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2235                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2236                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2237                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2238                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2239                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2240                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2241                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2242                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2243                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2244                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2245                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2246                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2247                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2248                 break;
2249
2250             case WINED3DTOP_ADDSMOOTH:
2251                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2252                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2253                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2254                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2255                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2256                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2257                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2258                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2259                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2260                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2261                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2262                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2263                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2264                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2265                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2266                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2267                 switch (opr1) {
2268                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2269                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2270                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2271                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2272                 }
2273                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2274                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2275                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2276                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2277                 break;
2278
2279             case WINED3DTOP_BLENDDIFFUSEALPHA:
2280                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2281                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2282                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2283                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2284                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2285                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2286                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2287                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2288                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2289                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2290                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2291                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2292                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2293                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2294                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2295                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2296                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2297                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2298                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2299                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2300                 break;
2301             case WINED3DTOP_BLENDTEXTUREALPHA:
2302                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2303                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2304                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2305                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2306                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2307                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2308                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2309                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2310                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2311                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2312                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2313                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2314                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2315                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2316                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2317                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2318                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2319                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2320                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2321                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2322                 break;
2323             case WINED3DTOP_BLENDFACTORALPHA:
2324                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2325                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2326                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2327                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2328                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2329                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2330                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2331                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2332                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2333                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2334                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2335                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2336                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2337                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2338                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2339                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2340                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2341                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2342                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2343                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2344                 break;
2345             case WINED3DTOP_BLENDTEXTUREALPHAPM:
2346                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2347                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2348                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2349                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2350                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2351                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2352                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2353                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2354                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2355                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2356                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2357                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2358                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2359                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2360                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2361                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2362                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2363                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2364                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2365                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2366                 break;
2367             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2368                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2369                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");  /* Add = a0*a1 + a2*a3 */
2370                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);        /*   a0 = src1/opr1    */
2371                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2372                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2373                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");    /*   a1 = 1 (see docs) */
2374                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2375                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2376                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2377                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2378                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);        /*   a2 = arg2         */
2379                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2380                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2381                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");     /*  a3 = src1 alpha   */
2382                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2383                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2384                 switch (opr) {
2385                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2386                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2387                 }
2388                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2389                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2390                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2391                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2392                 break;
2393             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2394                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2395                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2396                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2397                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2398                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2399                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2400                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2401                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2402                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2403                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2404                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2405                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2406                 switch (opr1) {
2407                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2408                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2409                 }
2410                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2411                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2412                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2413                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2414                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2415                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2416                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2417                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2418                 break;
2419             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2420                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2421                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2422                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2423                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2424                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2425                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2426                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2427                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2428                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2429                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2430                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2431                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2432                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2433                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2434                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2435                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2436                 switch (opr1) {
2437                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2438                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2439                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2440                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2441                 }
2442                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2443                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2444                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2446                 break;
2447             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2448                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2449                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2450                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2451                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452                 switch (opr1) {
2453                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2454                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2455                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2456                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2457                 }
2458                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2459                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2460                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2461                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2462                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2463                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2464                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2465                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2466                 switch (opr1) {
2467                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2468                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2469                 }
2470                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2471                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2472                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2473                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2474                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2475                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2476                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2477                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478                 break;
2479             case WINED3DTOP_MULTIPLYADD:
2480                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2481                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2482                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2483                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2484                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2485                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2486                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2487                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2488                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2489                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2490                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2491                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2492                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2493                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2494                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2495                 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2496                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2497                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2498                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2499                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2500                 break;
2501
2502             case WINED3DTOP_BUMPENVMAP:
2503             {
2504             }
2505
2506             case WINED3DTOP_BUMPENVMAPLUMINANCE:
2507                 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2508
2509             default:
2510                 Handled = FALSE;
2511         }
2512         if (Handled) {
2513             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2514             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2515
2516             return;
2517         }
2518     } /* GL_NV_texture_env_combine4 */
2519
2520     Handled = TRUE; /* Again, assume handled */
2521     switch (op) {
2522         case WINED3DTOP_DISABLE: /* Only for alpha */
2523             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2524             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2525             glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2526             checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2527             glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2528             checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2529             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2530             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2531             break;
2532         case WINED3DTOP_SELECTARG1:
2533             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2534             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2535             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2536             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2537             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2538             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2539             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2540             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2541             break;
2542         case WINED3DTOP_SELECTARG2:
2543             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2544             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2545             glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2546             checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2547             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2548             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2549             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2550             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2551             break;
2552         case WINED3DTOP_MODULATE:
2553             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2554             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2555             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2556             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2557             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2558             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2559             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2560             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2561             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2562             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2563             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2564             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2565             break;
2566         case WINED3DTOP_MODULATE2X:
2567             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2568             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2569             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2570             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2571             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2572             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2573             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2574             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2575             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2576             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2577             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2578             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2579             break;
2580         case WINED3DTOP_MODULATE4X:
2581             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2582             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2583             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2584             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2585             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2586             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2587             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2588             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2589             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2590             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2591             glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2592             checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2593             break;
2594         case WINED3DTOP_ADD:
2595             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2596             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2597             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2598             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2599             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2600             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2601             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2602             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2603             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2604             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2605             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2606             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2607             break;
2608         case WINED3DTOP_ADDSIGNED:
2609             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2610             checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2611             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2612             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2613             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2614             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2615             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2616             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2617             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2618             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2619             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621             break;
2622         case WINED3DTOP_ADDSIGNED2X:
2623             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2624             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2625             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2634             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2635             break;
2636         case WINED3DTOP_SUBTRACT:
2637             if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2638             {
2639                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2640                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2641                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2642                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2643                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2644                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2645                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2646                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2647                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2648                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2649                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2650                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2651             } else {
2652                 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2653             }
2654             break;
2655
2656         case WINED3DTOP_BLENDDIFFUSEALPHA:
2657             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2658             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2659             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2660             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2662             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2664             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2665             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2666             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2667             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2668             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2669             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2670             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2671             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2672             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673             break;
2674         case WINED3DTOP_BLENDTEXTUREALPHA:
2675             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2676             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2677             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685             glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2686             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2687             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2688             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2689             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2690             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2691             break;
2692         case WINED3DTOP_BLENDFACTORALPHA:
2693             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2694             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2695             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2696             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2697             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2698             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2699             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2700             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2701             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2702             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2703             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2704             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2705             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2706             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2707             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2708             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2709             break;
2710         case WINED3DTOP_BLENDCURRENTALPHA:
2711             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2712             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2713             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2714             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2715             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2716             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2717             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2718             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2719             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2720             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2721             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2722             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2723             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2724             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2725             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2726             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2727             break;
2728         case WINED3DTOP_DOTPRODUCT3:
2729             if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2730             {
2731                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2732                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2733             }
2734             else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2735             {
2736                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2737                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2738             } else {
2739                 FIXME("This version of opengl does not support GL_DOT3\n");
2740             }
2741             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2742             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2744             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2746             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2747             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2748             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2749             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751             break;
2752         case WINED3DTOP_LERP:
2753             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2754             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2755             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2756             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2757             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2758             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2759             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2760             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2761             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2762             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2763             glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2764             checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2765             glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2766             checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2767             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2768             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2769             break;
2770         case WINED3DTOP_ADDSMOOTH:
2771             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2772             {
2773                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2774                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2775                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2776                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2777                 switch (opr1) {
2778                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2779                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2780                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2781                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2782                 }
2783                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2784                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2785                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2786                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2787                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2788                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2789                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2790                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2791                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2792                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2793                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2794                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2795             } else
2796                 Handled = FALSE;
2797                 break;
2798         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2799             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2800             {
2801                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2802                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2803                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2804                 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2805                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2806                 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2807                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2808                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2809                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2810                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2811                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2812                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2813                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2814                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2815                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2816                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2817             } else
2818                 Handled = FALSE;
2819                 break;
2820         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2821             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2822             {
2823                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2824                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2825                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2826                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2827                 switch (opr1) {
2828                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2829                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2830                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2831                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2832                 }
2833                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2834                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2835                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2836                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2837                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2838                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2839                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2840                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2841                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2842                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2843                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2844                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2845             } else
2846                 Handled = FALSE;
2847                 break;
2848         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2849             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2850             {
2851                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2852                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2853                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2854                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2855                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2856                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2857                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2858                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2859                 switch (opr1) {
2860                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2861                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2862                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2863                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2864                 }
2865                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2866                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2867                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2868                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2869                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2870                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2871                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2872                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2873             } else
2874                 Handled = FALSE;
2875                 break;
2876         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2877             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2878             {
2879                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2880                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2881                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2882                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2883                 switch (opr1) {
2884                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2885                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2886                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2887                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2888                 }
2889                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2890                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2891                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2892                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2893                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2894                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2895                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2896                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2897                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2898                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2899                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2900                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2901             } else
2902                 Handled = FALSE;
2903                 break;
2904         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2905             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2906             {
2907                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2908                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2909                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2910                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2911                 switch (opr1) {
2912                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2913                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2914                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2915                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2916                 }
2917                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2918                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2919                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2920                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2921                 switch (opr1) {
2922                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2923                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2924                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2925                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2926                 }
2927                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2928                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2929                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2930                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2931                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2932                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2933                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2934                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2935             } else
2936                 Handled = FALSE;
2937                 break;
2938         case WINED3DTOP_MULTIPLYADD:
2939             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2940             {
2941                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2942                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2943                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2944                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2945                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2946                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2947                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2948                 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2949                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2950                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2951                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2952                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2953                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2954                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2955                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2956                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2957             } else
2958                 Handled = FALSE;
2959                 break;
2960         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2961         case WINED3DTOP_BUMPENVMAP:
2962             if (gl_info->supported[NV_TEXTURE_SHADER2])
2963             {
2964                 /* Technically texture shader support without register combiners is possible, but not expected to occur
2965                  * on real world cards, so for now a fixme should be enough
2966                  */
2967                 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2968             }
2969         default:
2970             Handled = FALSE;
2971     }
2972
2973     if (Handled) {
2974         BOOL  combineOK = TRUE;
2975         if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2976         {
2977             DWORD op2;
2978
2979             if (isAlpha) {
2980                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2981             } else {
2982                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2983             }
2984
2985             /* Note: If COMBINE4 in effect can't go back to combine! */
2986             switch (op2) {
2987                 case WINED3DTOP_ADDSMOOTH:
2988                 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2989                 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2990                 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2991                 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2992                 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2993                 case WINED3DTOP_MULTIPLYADD:
2994                     /* Ignore those implemented in both cases */
2995                     switch (op) {
2996                         case WINED3DTOP_SELECTARG1:
2997                         case WINED3DTOP_SELECTARG2:
2998                             combineOK = FALSE;
2999                             Handled   = FALSE;
3000                             break;
3001                         default:
3002                             FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3003                             return;
3004                     }
3005             }
3006         }
3007
3008         if (combineOK) {
3009             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3010             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3011
3012             return;
3013         }
3014     }
3015
3016     /* After all the extensions, if still unhandled, report fixme */
3017     FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3018 }
3019
3020
3021 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3022 {
3023     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3024     BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3025     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3026     const struct wined3d_gl_info *gl_info = context->gl_info;
3027
3028     TRACE("Setting color op for stage %d\n", stage);
3029
3030     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3031     if (use_ps(stateblock)) return;
3032
3033     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3034
3035     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3036     {
3037         if (tex_used && mapped_stage >= gl_info->limits.textures)
3038         {
3039             FIXME("Attempt to enable unsupported stage!\n");
3040             return;
3041         }
3042         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3043         checkGLcall("glActiveTextureARB");
3044     }
3045
3046     if(stage >= stateblock->lowest_disabled_stage) {
3047         TRACE("Stage disabled\n");
3048         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3049         {
3050             /* Disable everything here */
3051             glDisable(GL_TEXTURE_2D);
3052             checkGLcall("glDisable(GL_TEXTURE_2D)");
3053             glDisable(GL_TEXTURE_3D);
3054             checkGLcall("glDisable(GL_TEXTURE_3D)");
3055             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3056             {
3057                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3058                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3059             }
3060             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3061             {
3062                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3063                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3064             }
3065         }
3066         /* All done */
3067         return;
3068     }
3069
3070     /* The sampler will also activate the correct texture dimensions, so no need to do it here
3071      * if the sampler for this stage is dirty
3072      */
3073     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3074         if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3075     }
3076
3077     set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3078                 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3079                 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3080                 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3081                 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3082 }
3083
3084 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3085 {
3086     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3087     BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3088     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3089     const struct wined3d_gl_info *gl_info = context->gl_info;
3090     DWORD op, arg1, arg2, arg0;
3091
3092     TRACE("Setting alpha op for stage %d\n", stage);
3093     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3094     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3095     {
3096         if (tex_used && mapped_stage >= gl_info->limits.textures)
3097         {
3098             FIXME("Attempt to enable unsupported stage!\n");
3099             return;
3100         }
3101         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3102         checkGLcall("glActiveTextureARB");
3103     }
3104
3105     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3106     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3107     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3108     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3109
3110     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3111     {
3112         UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3113
3114         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3115         {
3116             IWineD3DSurfaceImpl *surf;
3117
3118             surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3119
3120             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3121             {
3122                 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3123                  * properly. On the other hand applications can still use texture combiners apparently. This code
3124                  * takes care that apps cannot remove the texture's alpha channel entirely.
3125                  *
3126                  * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3127                  * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3128                  * and alpha component of diffuse color to draw things like translucent text and perform other
3129                  * blending effects.
3130                  *
3131                  * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3132                  * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3133                  * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3134                  * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3135                  * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3136                  * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3137                  * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3138                  * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3139                  * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3140                  * alpha.
3141                  *
3142                  * What to do with multitexturing? So far no app has been found that uses color keying with
3143                  * multitexturing */
3144                 if (op == WINED3DTOP_DISABLE)
3145                 {
3146                     arg1 = WINED3DTA_TEXTURE;
3147                     op = WINED3DTOP_SELECTARG1;
3148                 }
3149                 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3150                 {
3151                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3152                     {
3153                         arg2 = WINED3DTA_TEXTURE;
3154                         op = WINED3DTOP_MODULATE;
3155                     }
3156                     else arg1 = WINED3DTA_TEXTURE;
3157                 }
3158                 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3159                 {
3160                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3161                     {
3162                         arg1 = WINED3DTA_TEXTURE;
3163                         op = WINED3DTOP_MODULATE;
3164                     }
3165                     else arg2 = WINED3DTA_TEXTURE;
3166                 }
3167             }
3168         }
3169     }
3170
3171     /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3172      * this if block here, and the other code(color keying, texture unit selection) are the same
3173      */
3174     TRACE("Setting alpha op for stage %d\n", stage);
3175     if (gl_info->supported[NV_REGISTER_COMBINERS])
3176     {
3177         set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3178                 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3179     }
3180     else
3181     {
3182         set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3183     }
3184 }
3185
3186 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3187 {
3188     DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3189     DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3190     BOOL generated;
3191     int coordIdx;
3192
3193     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3194     if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3195     {
3196         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3197         return;
3198     }
3199
3200     if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3201     if (mapped_stage >= context->gl_info->limits.textures) return;
3202
3203     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3204     checkGLcall("glActiveTextureARB");
3205     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3206     coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3207
3208     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3209             stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3210             stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3211             ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3212             : WINED3DFMT_UNKNOWN,
3213             stateblock->device->frag_pipe->ffp_proj_control);
3214
3215     /* The sampler applying function calls us if this changes */
3216     if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3217     {
3218         if(generated) {
3219             FIXME("Non-power2 texture being used with generated texture coords\n");
3220         }
3221         /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3222            fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3223         if (!use_ps(stateblock)) {
3224             TRACE("Non power two matrix multiply fixup\n");
3225             glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3226         }
3227     }
3228 }
3229
3230 static void unloadTexCoords(const struct wined3d_context *context)
3231 {
3232     unsigned int texture_idx;
3233
3234     for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3235     {
3236         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3237         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3238     }
3239 }
3240
3241 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3242         const struct wined3d_stream_info *si, GLuint *curVBO)
3243 {
3244     const struct wined3d_gl_info *gl_info = context->gl_info;
3245     const UINT *offset = stateblock->streamOffset;
3246     unsigned int mapped_stage = 0;
3247     unsigned int textureNo = 0;
3248
3249     for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3250     {
3251         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3252
3253         mapped_stage = stateblock->device->texUnitMap[textureNo];
3254         if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3255
3256         if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3257         {
3258             const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3259
3260             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3261                     textureNo, mapped_stage, coordIdx, e->data);
3262
3263             if (*curVBO != e->buffer_object)
3264             {
3265                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3266                 checkGLcall("glBindBufferARB");
3267                 *curVBO = e->buffer_object;
3268             }
3269
3270             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3271             checkGLcall("glClientActiveTextureARB");
3272
3273             /* The coords to supply depend completely on the fvf / vertex shader */
3274             glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3275                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3276             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3277         } else {
3278             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3279         }
3280     }
3281     if (gl_info->supported[NV_REGISTER_COMBINERS])
3282     {
3283         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3284         for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3285         {
3286             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3287         }
3288     }
3289
3290     checkGLcall("loadTexCoords");
3291 }
3292
3293 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3294 {
3295     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3296     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3297     static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3298     static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3299     static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3300     static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3301     const struct wined3d_gl_info *gl_info = context->gl_info;
3302
3303     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3304     {
3305         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3306         return;
3307     }
3308
3309     if (mapped_stage >= gl_info->limits.fragment_samplers)
3310     {
3311         WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3312         return;
3313     }
3314     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3315     checkGLcall("glActiveTextureARB");
3316
3317     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3318      *
3319      * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3320      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3321      * means use the vertex position (camera-space) as the input texture coordinates
3322      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3323      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3324      * to the TEXCOORDINDEX value
3325      */
3326     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3327     {
3328         case WINED3DTSS_TCI_PASSTHRU:
3329             /* Use the specified texture coordinates contained within the
3330              * vertex format. This value resolves to zero. */
3331             glDisable(GL_TEXTURE_GEN_S);
3332             glDisable(GL_TEXTURE_GEN_T);
3333             glDisable(GL_TEXTURE_GEN_R);
3334             glDisable(GL_TEXTURE_GEN_Q);
3335             checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3336             break;
3337
3338         case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3339             /* CameraSpacePosition means use the vertex position, transformed to camera space,
3340              * as the input texture coordinates for this stage's texture transformation. This
3341              * equates roughly to EYE_LINEAR */
3342
3343             glMatrixMode(GL_MODELVIEW);
3344             glPushMatrix();
3345             glLoadIdentity();
3346             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3347             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3348             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3349             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3350             glPopMatrix();
3351             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3352
3353             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3354             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3355             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3356             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3357
3358             glEnable(GL_TEXTURE_GEN_S);
3359             glEnable(GL_TEXTURE_GEN_T);
3360             glEnable(GL_TEXTURE_GEN_R);
3361             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3362
3363             break;
3364
3365         case WINED3DTSS_TCI_CAMERASPACENORMAL:
3366             /* Note that NV_TEXGEN_REFLECTION support is implied when
3367              * ARB_TEXTURE_CUBE_MAP is supported */
3368             if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3369             {
3370                 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3371                 break;
3372             }
3373
3374             glMatrixMode(GL_MODELVIEW);
3375             glPushMatrix();
3376             glLoadIdentity();
3377             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3378             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3379             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3380             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3381             glPopMatrix();
3382             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3383
3384             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3385             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3386             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3387             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3388
3389             glEnable(GL_TEXTURE_GEN_S);
3390             glEnable(GL_TEXTURE_GEN_T);
3391             glEnable(GL_TEXTURE_GEN_R);
3392             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3393
3394             break;
3395
3396         case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3397             /* Note that NV_TEXGEN_REFLECTION support is implied when
3398              * ARB_TEXTURE_CUBE_MAP is supported */
3399             if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3400             {
3401                 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3402                 break;
3403             }
3404
3405             glMatrixMode(GL_MODELVIEW);
3406             glPushMatrix();
3407             glLoadIdentity();
3408             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3409             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3410             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3411             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3412             glPopMatrix();
3413             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3414
3415             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3416             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3417             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3418             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3419
3420             glEnable(GL_TEXTURE_GEN_S);
3421             glEnable(GL_TEXTURE_GEN_T);
3422             glEnable(GL_TEXTURE_GEN_R);
3423             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3424
3425             break;
3426
3427         case WINED3DTSS_TCI_SPHEREMAP:
3428             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3429             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3430             checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3431
3432             glEnable(GL_TEXTURE_GEN_S);
3433             glEnable(GL_TEXTURE_GEN_T);
3434             glDisable(GL_TEXTURE_GEN_R);
3435             checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3436
3437             break;
3438
3439         default:
3440             FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3441                     stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3442             glDisable(GL_TEXTURE_GEN_S);
3443             glDisable(GL_TEXTURE_GEN_T);
3444             glDisable(GL_TEXTURE_GEN_R);
3445             glDisable(GL_TEXTURE_GEN_Q);
3446             checkGLcall("Disable texgen.");
3447
3448             break;
3449     }
3450
3451     /* Update the texture matrix */
3452     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3453         transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3454     }
3455
3456     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3457         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3458          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3459          * and do all the things linked to it
3460          * TODO: Tidy that up to reload only the arrays of the changed unit
3461          */
3462         GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3463
3464         unloadTexCoords(context);
3465         loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3466     }
3467 }
3468
3469 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3470 {
3471     IWineD3DDeviceImpl *device = stateblock->device;
3472
3473     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3474      * has an update pending
3475      */
3476     if(isStateDirty(context, STATE_VDECL) ||
3477        isStateDirty(context, STATE_PIXELSHADER)) {
3478        return;
3479     }
3480
3481     device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3482 }
3483
3484 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3485 {
3486     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3487
3488     if (stateblock->pixelShader && stage != 0
3489             && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3490     {
3491         /* The pixel shader has to know the luminance scale. Do a constants update if it
3492          * isn't scheduled anyway
3493          */
3494         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3495            !isStateDirty(context, STATE_PIXELSHADER)) {
3496             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3497         }
3498     }
3499 }
3500
3501 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3502 {
3503     const DWORD sampler = state - STATE_SAMPLER(0);
3504     IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3505
3506     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3507
3508     if(!texture) return;
3509     /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3510      * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3511      * scaling is reapplied or removed, the texture matrix has to be reapplied
3512      *
3513      * The mapped stage is already active because the sampler() function below, which is part of the
3514      * misc pipeline
3515      */
3516     if(sampler < MAX_TEXTURES) {
3517         const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3518
3519         if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3520         {
3521             if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3522             else context->lastWasPow2Texture &= ~(1 << sampler);
3523             transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3524                     WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3525         }
3526     }
3527 }
3528
3529 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3530 {
3531     DWORD sampler = state - STATE_SAMPLER(0);
3532     DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3533     const struct wined3d_gl_info *gl_info = context->gl_info;
3534     union {
3535         float f;
3536         DWORD d;
3537     } tmpvalue;
3538
3539     TRACE("Sampler: %d\n", sampler);
3540     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3541      * only has to bind textures and set the per texture states
3542      */
3543
3544     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3545     {
3546         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3547         return;
3548     }
3549
3550     if (mapped_stage >= gl_info->limits.combined_samplers)
3551     {
3552         return;
3553     }
3554     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3555     checkGLcall("glActiveTextureARB");
3556
3557     if(stateblock->textures[sampler]) {
3558         BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3559         IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3560         IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3561         basetexture_apply_state_changes(stateblock->textures[sampler],
3562                 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3563
3564         if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3565         {
3566             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3567             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3568                       GL_TEXTURE_LOD_BIAS_EXT,
3569                       tmpvalue.f);
3570             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3571         }
3572
3573         if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3574         {
3575             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3576                 /* If color keying is enabled update the alpha test, it depends on the existence
3577                  * of a color key in stage 0
3578                  */
3579                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3580             }
3581         }
3582
3583         /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3584         if (!tex_impl->baseTexture.pow2Matrix_identity)
3585         {
3586             IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3587             d3ddevice->shader_backend->shader_load_np2fixup_constants(
3588                 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3589         }
3590     }
3591     else if (mapped_stage < gl_info->limits.textures)
3592     {
3593         if(sampler < stateblock->lowest_disabled_stage) {
3594             /* TODO: What should I do with pixel shaders here ??? */
3595             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3596                 /* If color keying is enabled update the alpha test, it depends on the existence
3597                 * of a color key in stage 0
3598                 */
3599                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3600             }
3601         } /* Otherwise tex_colorop disables the stage */
3602         glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3603         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3604     }
3605 }
3606
3607 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3608 {
3609     IWineD3DDeviceImpl *device = stateblock->device;
3610     BOOL use_pshader = use_ps(stateblock);
3611     BOOL use_vshader = use_vs(stateblock);
3612     int i;
3613
3614     if (use_pshader) {
3615         if(!context->last_was_pshader) {
3616             /* Former draw without a pixel shader, some samplers
3617              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3618              * make sure to enable them
3619              */
3620             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3621                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3622                     sampler(STATE_SAMPLER(i), stateblock, context);
3623                 }
3624             }
3625             context->last_was_pshader = TRUE;
3626         } else {
3627            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3628             * if a different texture was bound. I don't have to do anything.
3629             */
3630         }
3631     } else {
3632         /* Disabled the pixel shader - color ops weren't applied
3633          * while it was enabled, so re-apply them. */
3634         for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3635         {
3636             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3637                 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3638                         (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3639             }
3640         }
3641         context->last_was_pshader = FALSE;
3642     }
3643
3644     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3645         device->shader_backend->shader_select(context, use_pshader, use_vshader);
3646
3647         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3648             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3649         }
3650     }
3651 }
3652
3653 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3654 {
3655     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3656     if (stateblock->pixelShader && stage != 0
3657             && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3658     {
3659         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3660          * anyway
3661          */
3662         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3663             !isStateDirty(context, STATE_PIXELSHADER)) {
3664             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3665         }
3666     }
3667 }
3668
3669 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3670 {
3671     /* This function is called by transform_view below if the view matrix was changed too
3672      *
3673      * Deliberately no check if the vertex declaration is dirty because the vdecl state
3674      * does not always update the world matrix, only on a switch between transformed
3675      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3676      * draw, but that should be rather rare and cheaper in total.
3677      */
3678     glMatrixMode(GL_MODELVIEW);
3679     checkGLcall("glMatrixMode");
3680
3681     if(context->last_was_rhw) {
3682         glLoadIdentity();
3683         checkGLcall("glLoadIdentity()");
3684     } else {
3685         /* In the general case, the view matrix is the identity matrix */
3686         if (stateblock->device->view_ident)
3687         {
3688             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3689             checkGLcall("glLoadMatrixf");
3690         }
3691         else
3692         {
3693             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3694             checkGLcall("glLoadMatrixf");
3695             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3696             checkGLcall("glMultMatrixf");
3697         }
3698     }
3699 }
3700
3701 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3702 {
3703     UINT index = state - STATE_CLIPPLANE(0);
3704
3705     if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3706     {
3707         return;
3708     }
3709
3710     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3711     if(!use_vs(stateblock)) {
3712         glMatrixMode(GL_MODELVIEW);
3713         glPushMatrix();
3714         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3715     } else {
3716         /* with vertex shaders, clip planes are not transformed in direct3d,
3717          * in OpenGL they are still transformed by the model view.
3718          * Use this to swap the y coordinate if necessary
3719          */
3720         glMatrixMode(GL_MODELVIEW);
3721         glPushMatrix();
3722         glLoadIdentity();
3723         if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3724     }
3725
3726     TRACE("Clipplane [%f,%f,%f,%f]\n",
3727           stateblock->clipplane[index][0],
3728           stateblock->clipplane[index][1],
3729           stateblock->clipplane[index][2],
3730           stateblock->clipplane[index][3]);
3731     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3732     checkGLcall("glClipPlane");
3733
3734     glPopMatrix();
3735 }
3736
3737 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3738 {
3739     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3740     GLenum glMat;
3741     TRACE("Setting world matrix %d\n", matrix);
3742
3743     if (matrix >= context->gl_info->limits.blends)
3744     {
3745         WARN("Unsupported blend matrix set\n");
3746         return;
3747     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3748         return;
3749     }
3750
3751     /* GL_MODELVIEW0_ARB:  0x1700
3752      * GL_MODELVIEW1_ARB:  0x850a
3753      * GL_MODELVIEW2_ARB:  0x8722
3754      * GL_MODELVIEW3_ARB:  0x8723
3755      * etc
3756      * GL_MODELVIEW31_ARB: 0x873F
3757      */
3758     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3759     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3760
3761     glMatrixMode(glMat);
3762     checkGLcall("glMatrixMode(glMat)");
3763
3764     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3765      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3766      */
3767     if (stateblock->device->view_ident)
3768     {
3769         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3770         checkGLcall("glLoadMatrixf");
3771     }
3772     else
3773     {
3774         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3775         checkGLcall("glLoadMatrixf");
3776         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3777         checkGLcall("glMultMatrixf");
3778     }
3779 }
3780
3781 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3782 {
3783     WINED3DVERTEXBLENDFLAGS f = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3784     static unsigned int once;
3785
3786     if (f == WINED3DVBF_DISABLE) return;
3787
3788     if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3789     else WARN("Vertex blend flags %#x not supported.\n", f);
3790 }
3791
3792 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3793 {
3794     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3795     static unsigned int once;
3796
3797     switch(val) {
3798         case WINED3DVBF_1WEIGHTS:
3799         case WINED3DVBF_2WEIGHTS:
3800         case WINED3DVBF_3WEIGHTS:
3801             glEnable(GL_VERTEX_BLEND_ARB);
3802             checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3803
3804             /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3805              * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3806              */
3807             GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3808
3809             if (!stateblock->device->vertexBlendUsed)
3810             {
3811                 unsigned int i;
3812                 for (i = 1; i < context->gl_info->limits.blends; ++i)
3813                 {
3814                     if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3815                     {
3816                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3817                     }
3818                 }
3819                 stateblock->device->vertexBlendUsed = TRUE;
3820             }
3821             break;
3822
3823         case WINED3DVBF_TWEENING:
3824         case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3825             if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3826             else WARN("Vertex blend flags %#x not supported.\n", val);
3827             /* Fall through. */
3828         case WINED3DVBF_DISABLE:
3829             glDisable(GL_VERTEX_BLEND_ARB);
3830             checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3831             break;
3832     }
3833 }
3834
3835 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3836 {
3837     const struct wined3d_gl_info *gl_info = context->gl_info;
3838     const struct wined3d_light_info *light = NULL;
3839     unsigned int k;
3840
3841     /* If we are changing the View matrix, reset the light and clipping planes to the new view
3842      * NOTE: We have to reset the positions even if the light/plane is not currently
3843      *       enabled, since the call to enable it will not reset the position.
3844      * NOTE2: Apparently texture transforms do NOT need reapplying
3845      */
3846
3847     glMatrixMode(GL_MODELVIEW);
3848     checkGLcall("glMatrixMode(GL_MODELVIEW)");
3849     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3850     checkGLcall("glLoadMatrixf(...)");
3851
3852     /* Reset lights. TODO: Call light apply func */
3853     for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3854     {
3855         light = stateblock->activeLights[k];
3856         if(!light) continue;
3857         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3858         checkGLcall("glLightfv posn");
3859         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3860         checkGLcall("glLightfv dirn");
3861     }
3862
3863     /* Reset Clipping Planes  */
3864     for (k = 0; k < gl_info->limits.clipplanes; ++k)
3865     {
3866         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3867             clipplane(STATE_CLIPPLANE(k), stateblock, context);
3868         }
3869     }
3870
3871     if(context->last_was_rhw) {
3872         glLoadIdentity();
3873         checkGLcall("glLoadIdentity()");
3874         /* No need to update the world matrix, the identity is fine */
3875         return;
3876     }
3877
3878     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3879      * No need to do it here if the state is scheduled for update.
3880      */
3881     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3882         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3883     }
3884
3885     /* Avoid looping over a number of matrices if the app never used the functionality */
3886     if (stateblock->device->vertexBlendUsed)
3887     {
3888         for (k = 1; k < gl_info->limits.blends; ++k)
3889         {
3890             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3891                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3892             }
3893         }
3894     }
3895 }
3896
3897 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3898 {
3899     glMatrixMode(GL_PROJECTION);
3900     checkGLcall("glMatrixMode(GL_PROJECTION)");
3901     glLoadIdentity();
3902     checkGLcall("glLoadIdentity");
3903
3904     if (context->last_was_rhw)
3905     {
3906         double x = stateblock->viewport.X;
3907         double y = stateblock->viewport.Y;
3908         double w = stateblock->viewport.Width;
3909         double h = stateblock->viewport.Height;
3910
3911         TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3912         if (context->render_offscreen)
3913             glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3914         else
3915             glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3916         checkGLcall("glOrtho");
3917
3918         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3919         glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3920         checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3921
3922         /* D3D texture coordinates are flipped compared to OpenGL ones, so
3923          * render everything upside down when rendering offscreen. */
3924         if (context->render_offscreen)
3925         {
3926             glScalef(1.0f, -1.0f, 1.0f);
3927             checkGLcall("glScalef");
3928         }
3929     } else {
3930         /* The rule is that the window coordinate 0 does not correspond to the
3931             beginning of the first pixel, but the center of the first pixel.
3932             As a consequence if you want to correctly draw one line exactly from
3933             the left to the right end of the viewport (with all matrices set to
3934             be identity), the x coords of both ends of the line would be not
3935             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3936             instead.
3937
3938             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3939             divide by the Width/Height, so we need the half range(1.0) to translate by
3940             half a pixel.
3941
3942             The other fun is that d3d's output z range after the transformation is [0;1],
3943             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3944             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3945             of Z buffer precision and the clear values do not match in the z test. Thus scale
3946             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3947          */
3948
3949         /*
3950          * Careful with the order of operations here, we're essentially working backwards:
3951          * x = x + 1/w;
3952          * y = (y - 1/h) * flip;
3953          * z = z * 2 - 1;
3954          *
3955          * Becomes:
3956          * glTranslatef(0.0, 0.0, -1.0);
3957          * glScalef(1.0, 1.0, 2.0);
3958          *
3959          * glScalef(1.0, flip, 1.0);
3960          * glTranslatef(1/w, -1/h, 0.0);
3961          *
3962          * This is equivalent to:
3963          * glTranslatef(1/w, -flip/h, -1.0)
3964          * glScalef(1.0, flip, 2.0);
3965          */
3966
3967         /* Translate by slightly less than a half pixel to force a top-left
3968          * filling convention. We want the difference to be large enough that
3969          * it doesn't get lost due to rounding inside the driver, but small
3970          * enough to prevent it from interfering with any anti-aliasing. */
3971         GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3972         GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3973
3974         if (context->render_offscreen)
3975         {
3976             /* D3D texture coordinates are flipped compared to OpenGL ones, so
3977              * render everything upside down when rendering offscreen. */
3978             glTranslatef(xoffset, -yoffset, -1.0f);
3979             checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3980             glScalef(1.0f, -1.0f, 2.0f);
3981         } else {
3982             glTranslatef(xoffset, yoffset, -1.0f);
3983             checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3984             glScalef(1.0f, 1.0f, 2.0f);
3985         }
3986         checkGLcall("glScalef");
3987
3988         glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3989         checkGLcall("glLoadMatrixf");
3990     }
3991 }
3992
3993 /* This should match any arrays loaded in loadVertexData.
3994  * TODO: Only load / unload arrays if we have to.
3995  */
3996 static inline void unloadVertexData(const struct wined3d_context *context)
3997 {
3998     const struct wined3d_gl_info *gl_info = context->gl_info;
3999
4000     glDisableClientState(GL_VERTEX_ARRAY);
4001     glDisableClientState(GL_NORMAL_ARRAY);
4002     glDisableClientState(GL_COLOR_ARRAY);
4003     if (gl_info->supported[EXT_SECONDARY_COLOR])
4004     {
4005         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4006     }
4007     if (gl_info->supported[ARB_VERTEX_BLEND])
4008     {
4009         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4010     }
4011     unloadTexCoords(context);
4012 }
4013
4014 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
4015 {
4016     GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4017     checkGLcall("glDisableVertexAttribArrayARB(reg)");
4018
4019     context->numbered_array_mask &= ~(1 << i);
4020 }
4021
4022 /* This should match any arrays loaded in loadNumberedArrays
4023  * TODO: Only load / unload arrays if we have to.
4024  */
4025 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4026 {
4027     /* disable any attribs (this is the same for both GLSL and ARB modes) */
4028     GLint maxAttribs = 16;
4029     int i;
4030
4031     /* Leave all the attribs disabled */
4032     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4033     /* MESA does not support it right not */
4034     if (glGetError() != GL_NO_ERROR)
4035         maxAttribs = 16;
4036     for (i = 0; i < maxAttribs; ++i) {
4037         unload_numbered_array(stateblock, context, i);
4038     }
4039 }
4040
4041 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4042         const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4043 {
4044     const struct wined3d_gl_info *gl_info = context->gl_info;
4045     GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4046     int i;
4047     const UINT *offset = stateblock->streamOffset;
4048     struct wined3d_buffer *vb;
4049     DWORD_PTR shift_index;
4050
4051     /* Default to no instancing */
4052     stateblock->device->instancedDraw = FALSE;
4053
4054     for (i = 0; i < MAX_ATTRIBS; i++) {
4055         if (!(stream_info->use_map & (1 << i)))
4056         {
4057             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4058             continue;
4059         }
4060
4061         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4062         if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4063         {
4064             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4065             stateblock->device->instancedDraw = TRUE;
4066             continue;
4067         }
4068
4069         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4070
4071         if (stream_info->elements[i].stride)
4072         {
4073             if (curVBO != stream_info->elements[i].buffer_object)
4074             {
4075                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4076                 checkGLcall("glBindBufferARB");
4077                 curVBO = stream_info->elements[i].buffer_object;
4078             }
4079             vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4080             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4081              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4082              * vbo we won't be load converted attributes anyway
4083              */
4084             if (curVBO && vb->conversion_shift)
4085             {
4086                 TRACE("Loading attribute from shifted buffer\n");
4087                 TRACE("Attrib %d has original stride %d, new stride %d\n",
4088                         i, stream_info->elements[i].stride, vb->conversion_stride);
4089                 TRACE("Original offset %p, additional offset 0x%08x\n",
4090                         stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4091                 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4092                 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4093                 shift_index = shift_index % stream_info->elements[i].stride;
4094                 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4095                         stream_info->elements[i].format_desc->gl_vtx_type,
4096                         stream_info->elements[i].format_desc->gl_normalized,
4097                         vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4098                         + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4099                         + offset[stream_info->elements[i].stream_idx]));
4100
4101             } else {
4102                 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4103                         stream_info->elements[i].format_desc->gl_vtx_type,
4104                         stream_info->elements[i].format_desc->gl_normalized,
4105                         stream_info->elements[i].stride, stream_info->elements[i].data
4106                         + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4107                         + offset[stream_info->elements[i].stream_idx]));
4108             }
4109
4110             if (!(context->numbered_array_mask & (1 << i)))
4111             {
4112                 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4113                 context->numbered_array_mask |= (1 << i);
4114             }
4115         } else {
4116             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4117              * set up the attribute statically. But we have to figure out the system memory address.
4118              */
4119             const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4120             if (stream_info->elements[i].buffer_object)
4121             {
4122                 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4123                 ptr += (long) buffer_get_sysmem(vb);
4124             }
4125
4126             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4127
4128             switch (stream_info->elements[i].format_desc->format)
4129             {
4130                 case WINED3DFMT_R32_FLOAT:
4131                     GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4132                     break;
4133                 case WINED3DFMT_R32G32_FLOAT:
4134                     GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4135                     break;
4136                 case WINED3DFMT_R32G32B32_FLOAT:
4137                     GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4138                     break;
4139                 case WINED3DFMT_R32G32B32A32_FLOAT:
4140                     GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4141                     break;
4142
4143                 case WINED3DFMT_R8G8B8A8_UINT:
4144                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4145                     break;
4146                 case WINED3DFMT_B8G8R8A8_UNORM:
4147                     if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4148                     {
4149                         const DWORD *src = (const DWORD *)ptr;
4150                         DWORD c = *src & 0xff00ff00;
4151                         c |= (*src & 0xff0000) >> 16;
4152                         c |= (*src & 0xff) << 16;
4153                         GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4154                         break;
4155                     }
4156                     /* else fallthrough */
4157                 case WINED3DFMT_R8G8B8A8_UNORM:
4158                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4159                     break;
4160
4161                 case WINED3DFMT_R16G16_SINT:
4162                     GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4163                     break;
4164                 case WINED3DFMT_R16G16B16A16_SINT:
4165                     GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4166                     break;
4167
4168                 case WINED3DFMT_R16G16_SNORM:
4169                 {
4170                     const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4171                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4172                     break;
4173                 }
4174                 case WINED3DFMT_R16G16_UNORM:
4175                 {
4176                     const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4177                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4178                     break;
4179                 }
4180                 case WINED3DFMT_R16G16B16A16_SNORM:
4181                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4182                     break;
4183                 case WINED3DFMT_R16G16B16A16_UNORM:
4184                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4185                     break;
4186
4187                 case WINED3DFMT_R10G10B10A2_UINT:
4188                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4189                     /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4190                     break;
4191                 case WINED3DFMT_R10G10B10A2_SNORM:
4192                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4193                     /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4194                     break;
4195
4196                 case WINED3DFMT_R16G16_FLOAT:
4197                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4198                      * byte float according to the IEEE standard
4199                      */
4200                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4201                     break;
4202                 case WINED3DFMT_R16G16B16A16_FLOAT:
4203                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4204                     break;
4205
4206                 default:
4207                     ERR("Unexpected declaration in stride 0 attributes\n");
4208                     break;
4209
4210             }
4211         }
4212     }
4213     checkGLcall("Loading numbered arrays");
4214 }
4215
4216 /* Used from 2 different functions, and too big to justify making it inlined */
4217 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4218         const struct wined3d_stream_info *si)
4219 {
4220     const struct wined3d_gl_info *gl_info = context->gl_info;
4221     const UINT *offset = stateblock->streamOffset;
4222     GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4223     const struct wined3d_stream_info_element *e;
4224
4225     TRACE("Using fast vertex array code\n");
4226
4227     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4228     stateblock->device->instancedDraw = FALSE;
4229
4230     /* Blend Data ---------------------------------------------- */
4231     if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4232             || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4233     {
4234         e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4235
4236         if (gl_info->supported[ARB_VERTEX_BLEND])
4237         {
4238             TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4239                     e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4240
4241             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4242             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4243
4244             GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4245
4246             if (curVBO != e->buffer_object)
4247             {
4248                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4249                 checkGLcall("glBindBufferARB");
4250                 curVBO = e->buffer_object;
4251             }
4252
4253             TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4254                     e->format_desc->gl_vtx_format,
4255                     e->format_desc->gl_vtx_type,
4256                     e->stride,
4257                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4258             GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4259                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4260
4261             checkGLcall("glWeightPointerARB");
4262
4263             if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4264             {
4265                 static BOOL warned;
4266                 if (!warned)
4267                 {
4268                     FIXME("blendMatrixIndices support\n");
4269                     warned = TRUE;
4270                 }
4271             }
4272         } else {
4273             /* TODO: support blends in drawStridedSlow
4274              * No need to write a FIXME here, this is done after the general vertex decl decoding
4275              */
4276             WARN("unsupported blending in openGl\n");
4277         }
4278     }
4279     else
4280     {
4281         if (gl_info->supported[ARB_VERTEX_BLEND])
4282         {
4283             static const GLbyte one = 1;
4284             GL_EXTCALL(glWeightbvARB(1, &one));
4285             checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4286         }
4287     }
4288
4289     /* Point Size ----------------------------------------------*/
4290     if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4291     {
4292         /* no such functionality in the fixed function GL pipeline */
4293         TRACE("Cannot change ptSize here in openGl\n");
4294         /* TODO: Implement this function in using shaders if they are available */
4295     }
4296
4297     /* Vertex Pointers -----------------------------------------*/
4298     if (si->use_map & (1 << WINED3D_FFP_POSITION))
4299     {
4300         e = &si->elements[WINED3D_FFP_POSITION];
4301         if (curVBO != e->buffer_object)
4302         {
4303             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4304             checkGLcall("glBindBufferARB");
4305             curVBO = e->buffer_object;
4306         }
4307
4308         /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4309            handling for rhw mode should not impact screen position whereas in GL it does.
4310            This may result in very slightly distorted textures in rhw mode.
4311            There's always the other option of fixing the view matrix to
4312            prevent w from having any effect.
4313
4314            This only applies to user pointer sources, in VBOs the vertices are fixed up
4315          */
4316         if (!e->buffer_object)
4317         {
4318             TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4319                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4320             glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4321                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4322         }
4323         else
4324         {
4325             TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4326                     e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4327                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4328             glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4329                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4330         }
4331         checkGLcall("glVertexPointer(...)");
4332         glEnableClientState(GL_VERTEX_ARRAY);
4333         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4334     }
4335
4336     /* Normals -------------------------------------------------*/
4337     if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4338     {
4339         e = &si->elements[WINED3D_FFP_NORMAL];
4340         if (curVBO != e->buffer_object)
4341         {
4342             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4343             checkGLcall("glBindBufferARB");
4344             curVBO = e->buffer_object;
4345         }
4346
4347         TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4348                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4349         glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4350                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4351         checkGLcall("glNormalPointer(...)");
4352         glEnableClientState(GL_NORMAL_ARRAY);
4353         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4354
4355     } else {
4356         glNormal3f(0, 0, 0);
4357         checkGLcall("glNormal3f(0, 0, 0)");
4358     }
4359
4360     /* Diffuse Colour --------------------------------------------*/
4361     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
4362     /*     go directly into fast mode from app pgm, because       */
4363     /*     directx requires data in BGRA format.                  */
4364     /* currently fixupVertices swizzles the format, but this isn't*/
4365     /* very practical when using VBOs                             */
4366     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4367     /* , or the user doesn't care and wants the speed advantage   */
4368
4369     if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4370     {
4371         e = &si->elements[WINED3D_FFP_DIFFUSE];
4372         if (curVBO != e->buffer_object)
4373         {
4374             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4375             checkGLcall("glBindBufferARB");
4376             curVBO = e->buffer_object;
4377         }
4378
4379         TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4380                 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4381                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4382         glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4383                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4384         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4385         glEnableClientState(GL_COLOR_ARRAY);
4386         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4387
4388     } else {
4389         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4390         checkGLcall("glColor4f(1, 1, 1, 1)");
4391     }
4392
4393     /* Specular Colour ------------------------------------------*/
4394     if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4395     {
4396         TRACE("setting specular colour\n");
4397
4398         e = &si->elements[WINED3D_FFP_SPECULAR];
4399         if (gl_info->supported[EXT_SECONDARY_COLOR])
4400         {
4401             GLenum type = e->format_desc->gl_vtx_type;
4402             GLint format = e->format_desc->gl_vtx_format;
4403
4404             if (curVBO != e->buffer_object)
4405             {
4406                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4407                 checkGLcall("glBindBufferARB");
4408                 curVBO = e->buffer_object;
4409             }
4410
4411             if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4412             {
4413                 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4414                  * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4415                  * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4416                  * 4 component secondary colors use it
4417                  */
4418                 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4419                         e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4420                 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4421                         e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4422                 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4423             }
4424             else
4425             {
4426                 switch(type)
4427                 {
4428                     case GL_UNSIGNED_BYTE:
4429                         TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4430                                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4431                         GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4432                                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4433                         checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4434                         break;
4435
4436                     default:
4437                         FIXME("Add 4 component specular color pointers for type %x\n", type);
4438                         /* Make sure that the right color component is dropped */
4439                         TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4440                                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4441                         GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4442                                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4443                         checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4444                 }
4445             }
4446             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4447             checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4448         }
4449         else
4450         {
4451             WARN("Specular colour is not supported in this GL implementation.\n");
4452         }
4453     }
4454     else
4455     {
4456         if (gl_info->supported[EXT_SECONDARY_COLOR])
4457         {
4458             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4459             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4460         }
4461         else
4462         {
4463             WARN("Specular colour is not supported in this GL implementation.\n");
4464         }
4465     }
4466
4467     /* Texture coords -------------------------------------------*/
4468     loadTexCoords(context, stateblock, si, &curVBO);
4469 }
4470
4471 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4472 {
4473     IWineD3DDeviceImpl *device = stateblock->device;
4474     BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4475     BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4476
4477     if (context->numberedArraysLoaded && !load_numbered)
4478     {
4479         unloadNumberedArrays(stateblock, context);
4480         context->numberedArraysLoaded = FALSE;
4481         context->numbered_array_mask = 0;
4482     }
4483     else if (context->namedArraysLoaded)
4484     {
4485         unloadVertexData(context);
4486         context->namedArraysLoaded = FALSE;
4487     }
4488
4489     if (load_numbered)
4490     {
4491         TRACE("Loading numbered arrays\n");
4492         loadNumberedArrays(stateblock, &device->strided_streams, context);
4493         context->numberedArraysLoaded = TRUE;
4494     }
4495     else if (load_named)
4496     {
4497         TRACE("Loading vertex data\n");
4498         loadVertexData(context, stateblock, &device->strided_streams);
4499         context->namedArraysLoaded = TRUE;
4500     }
4501 }
4502
4503 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4504 {
4505     const struct wined3d_gl_info *gl_info = context->gl_info;
4506     BOOL updateFog = FALSE;
4507     BOOL useVertexShaderFunction = use_vs(stateblock);
4508     BOOL usePixelShaderFunction = use_ps(stateblock);
4509     IWineD3DDeviceImpl *device = stateblock->device;
4510     BOOL transformed;
4511     BOOL wasrhw = context->last_was_rhw;
4512     unsigned int i;
4513
4514     transformed = device->strided_streams.position_transformed;
4515     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4516         updateFog = TRUE;
4517     }
4518
4519     /* Reapply lighting if it is not scheduled for reapplication already */
4520     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4521         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4522     }
4523
4524     if (transformed) {
4525         context->last_was_rhw = TRUE;
4526     } else {
4527
4528         /* Untransformed, so relies on the view and projection matrices */
4529         context->last_was_rhw = FALSE;
4530         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4531         device->untransformed = TRUE;
4532
4533         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4534          * Not needed as long as only hw shaders are supported
4535          */
4536
4537         /* This sets the shader output position correction constants.
4538          * TODO: Move to the viewport state
4539          */
4540         if (useVertexShaderFunction)
4541         {
4542             GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4543             device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4544             device->posFixup[3] = device->posFixup[1] * yoffset;
4545         }
4546     }
4547
4548     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4549      * off this function will be called again anyway to make sure they're properly set
4550      */
4551     if(!useVertexShaderFunction) {
4552         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4553          * or transformed / untransformed was switched
4554          */
4555        if(wasrhw != context->last_was_rhw &&
4556           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4557           !isStateDirty(context, STATE_VIEWPORT)) {
4558             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4559         }
4560         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4561          * mode.
4562          *
4563          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4564          * this check will fail and the matrix not applied again. This is OK because a simple
4565          * world matrix change reapplies the matrix - These checks here are only to satisfy the
4566          * needs of the vertex declaration.
4567          *
4568          * World and view matrix go into the same gl matrix, so only apply them when neither is
4569          * dirty
4570          */
4571         if(transformed != wasrhw &&
4572            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4573            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4574             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4575         }
4576
4577         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4578             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4579         }
4580
4581         if(context->last_was_vshader) {
4582             updateFog = TRUE;
4583             if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4584                 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4585             }
4586             for (i = 0; i < gl_info->limits.clipplanes; ++i)
4587             {
4588                 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4589             }
4590         }
4591         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4592             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4593         }
4594     } else {
4595         if(!context->last_was_vshader) {
4596             static BOOL warned = FALSE;
4597             if(!device->vs_clipping) {
4598                 /* Disable all clip planes to get defined results on all drivers. See comment in the
4599                  * state_clipping state handler
4600                  */
4601                 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4602                 {
4603                     glDisable(GL_CLIP_PLANE0 + i);
4604                     checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4605                 }
4606
4607                 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4608                     FIXME("Clipping not supported with vertex shaders\n");
4609                     warned = TRUE;
4610                 }
4611             }
4612             if(wasrhw) {
4613                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4614                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
4615                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
4616                  * fixed function vertex processing states back in a sane state before switching to shaders
4617                  */
4618                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4619                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4620                 }
4621                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4622                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4623                 }
4624             }
4625             updateFog = TRUE;
4626
4627             /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4628              * (Note: ARB shaders can read the clip planes for clipping emulation even if
4629              * device->vs_clipping is false.
4630              */
4631             for (i = 0; i < gl_info->limits.clipplanes; ++i)
4632             {
4633                 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4634             }
4635         }
4636     }
4637
4638     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4639      * application
4640      */
4641     if (!isStateDirty(context, STATE_PIXELSHADER)) {
4642         device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4643
4644         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4645             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4646         }
4647     }
4648
4649     context->last_was_vshader = useVertexShaderFunction;
4650
4651     if(updateFog) {
4652         device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4653     }
4654     if(!useVertexShaderFunction) {
4655         int i;
4656         for(i = 0; i < MAX_TEXTURES; i++) {
4657             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4658                 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4659             }
4660         }
4661     }
4662 }
4663
4664 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4665 {
4666     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4667     UINT width, height;
4668     WINED3DVIEWPORT vp = stateblock->viewport;
4669
4670     if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4671     if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4672
4673     glDepthRange(vp.MinZ, vp.MaxZ);
4674     checkGLcall("glDepthRange");
4675     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4676      */
4677     if (context->render_offscreen)
4678     {
4679         glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4680     } else {
4681         target->get_drawable_size(context, &width, &height);
4682
4683         glViewport(vp.X,
4684                    (height - (vp.Y + vp.Height)),
4685                    vp.Width, vp.Height);
4686     }
4687
4688     checkGLcall("glViewport");
4689 }
4690
4691 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4692 {
4693     GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4694
4695     stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4696     stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4697
4698     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4699         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4700     }
4701     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4702         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4703     }
4704 }
4705
4706 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4707 {
4708     UINT Index = state - STATE_ACTIVELIGHT(0);
4709     const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4710
4711     if(!lightInfo) {
4712         glDisable(GL_LIGHT0 + Index);
4713         checkGLcall("glDisable(GL_LIGHT0 + Index)");
4714     } else {
4715         float quad_att;
4716         float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4717
4718         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4719         glMatrixMode(GL_MODELVIEW);
4720         glPushMatrix();
4721         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4722
4723         /* Diffuse: */
4724         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4725         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4726         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4727         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4728         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4729         checkGLcall("glLightfv");
4730
4731         /* Specular */
4732         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4733         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4734         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4735         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4736         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4737         checkGLcall("glLightfv");
4738
4739         /* Ambient */
4740         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4741         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4742         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4743         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4744         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4745         checkGLcall("glLightfv");
4746
4747         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4748             quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4749         } else {
4750             quad_att = 0.0f; /*  0 or  MAX?  (0 seems to be ok) */
4751         }
4752
4753         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4754          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4755          * Attenuation0 to NaN and crashes in the gl lib
4756          */
4757
4758         switch (lightInfo->OriginalParms.Type) {
4759             case WINED3DLIGHT_POINT:
4760                 /* Position */
4761                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4762                 checkGLcall("glLightfv");
4763                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4764                 checkGLcall("glLightf");
4765                 /* Attenuation - Are these right? guessing... */
4766                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4767                 checkGLcall("glLightf");
4768                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4769                 checkGLcall("glLightf");
4770                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4771                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4772                 checkGLcall("glLightf");
4773                 /* FIXME: Range */
4774                 break;
4775
4776             case WINED3DLIGHT_SPOT:
4777                 /* Position */
4778                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4779                 checkGLcall("glLightfv");
4780                 /* Direction */
4781                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4782                 checkGLcall("glLightfv");
4783                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4784                 checkGLcall("glLightf");
4785                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4786                 checkGLcall("glLightf");
4787                 /* Attenuation - Are these right? guessing... */
4788                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4789                 checkGLcall("glLightf");
4790                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4791                 checkGLcall("glLightf");
4792                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4793                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4794                 checkGLcall("glLightf");
4795                 /* FIXME: Range */
4796                 break;
4797
4798             case WINED3DLIGHT_DIRECTIONAL:
4799                 /* Direction */
4800                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4801                 checkGLcall("glLightfv");
4802                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4803                 checkGLcall("glLightf");
4804                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4805                 checkGLcall("glLightf");
4806                 break;
4807
4808             default:
4809                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4810         }
4811
4812         /* Restore the modelview matrix */
4813         glPopMatrix();
4814
4815         glEnable(GL_LIGHT0 + Index);
4816         checkGLcall("glEnable(GL_LIGHT0 + Index)");
4817     }
4818 }
4819
4820 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4821 {
4822     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4823     RECT *pRect = &stateblock->scissorRect;
4824     UINT height;
4825     UINT width;
4826
4827     target->get_drawable_size(context, &width, &height);
4828     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4829      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4830      */
4831     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4832           pRect->right - pRect->left, pRect->bottom - pRect->top);
4833
4834     if (context->render_offscreen)
4835     {
4836         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4837     } else {
4838         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4839     }
4840     checkGLcall("glScissor");
4841 }
4842
4843 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4844 {
4845     if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4846         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4847     } else {
4848         struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4849         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4850     }
4851 }
4852
4853 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4854 {
4855     if (context->render_offscreen)
4856     {
4857         glFrontFace(GL_CCW);
4858         checkGLcall("glFrontFace(GL_CCW)");
4859     } else {
4860         glFrontFace(GL_CW);
4861         checkGLcall("glFrontFace(GL_CW)");
4862     }
4863 }
4864
4865 const struct StateEntryTemplate misc_state_template[] = {
4866     { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4867     { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4868     { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4869     { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4870     { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4871     { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4872     { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4873     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4874     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4875     { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4876     { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
4877     { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
4878     { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, WINED3D_GL_EXT_NONE             },
4879     { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, WINED3D_GL_EXT_NONE             },
4880     /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4881      * vshader loadings are untied from each other
4882      */
4883     { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
4884     { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
4885     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4886     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4887     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4888     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4889     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4890     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4891     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4892     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4893     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4894     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4895     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4896     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4897     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4898     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4899     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4900     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4901     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4902     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4903     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4904     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4905     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4906     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4907     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4908     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4909     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4910     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4911     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4912     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4913     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4914     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4915     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4916     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4917     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4918     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4919     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4920     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4921     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4922     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4923     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4924     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4925     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4926     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4927     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4928     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4929     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4930     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4931     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4932     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4933
4934     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, WINED3D_GL_EXT_NONE             },
4935     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  indexbuffer         }, ARB_VERTEX_BUFFER_OBJECT        },
4936     { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, WINED3D_GL_EXT_NONE             },
4937     { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, WINED3D_GL_EXT_NONE             },
4938     { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, WINED3D_GL_EXT_NONE             },
4939     { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, WINED3D_GL_EXT_NONE             },
4940     { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, WINED3D_GL_EXT_NONE             },
4941     { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, WINED3D_GL_EXT_NONE             },
4942     { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, WINED3D_GL_EXT_NONE             },
4943     { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, WINED3D_GL_EXT_NONE             },
4944     { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, WINED3D_GL_EXT_NONE             },
4945     { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, WINED3D_GL_EXT_NONE             },
4946     { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, WINED3D_GL_EXT_NONE             },
4947     { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, WINED3D_GL_EXT_NONE             },
4948     { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4949     { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4950     { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4951     { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4952     { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, WINED3D_GL_EXT_NONE             },
4953     { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, WINED3D_GL_EXT_NONE             },
4954     { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, WINED3D_GL_EXT_NONE             },
4955     { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, WINED3D_GL_EXT_NONE             },
4956     { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, WINED3D_GL_EXT_NONE             },
4957     { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, WINED3D_GL_EXT_NONE             },
4958     { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, WINED3D_GL_EXT_NONE             },
4959     { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, WINED3D_GL_EXT_NONE             },
4960     { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, WINED3D_GL_EXT_NONE             },
4961     { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, WINED3D_GL_EXT_NONE             },
4962     { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, WINED3D_GL_EXT_NONE             },
4963     { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, WINED3D_GL_EXT_NONE             },
4964     { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE             },
4965     { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4966     { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4967     { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4968     { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4969     { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4970     { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4971     { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4972     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE            },
4973     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, WINED3D_GL_EXT_NONE             },
4974     { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4975     { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4976     { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4977     { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4978     { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4979     { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4980     { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4981     { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4982     { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4983     { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4984     { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4985     { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4986     { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4987     { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4988     { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4989     { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4990     { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4991     { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4992     { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4993     { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4994     { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4995     { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, WINED3D_GL_EXT_NONE             },
4996     { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, WINED3D_GL_EXT_NONE             },
4997     { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING),   { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING),   state_swvp          }, WINED3D_GL_EXT_NONE             },
4998     { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, WINED3D_GL_EXT_NONE             },
4999     { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, WINED3D_GL_EXT_NONE             },
5000     { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, WINED3D_GL_EXT_NONE             },
5001     { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, WINED3D_GL_EXT_NONE             },
5002     { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5003     { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5004     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5005     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5006     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5007     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5008     { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5009     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa          }, ARB_MULTISAMPLE                 },
5010     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, WINED3D_GL_EXT_NONE             },
5011     { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, WINED3D_GL_EXT_NONE             },
5012     { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_debug_monitor }, WINED3D_GL_EXT_NONE             },
5013     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite0   }, EXT_DRAW_BUFFERS2               },
5014     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
5015     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       }, EXT_BLEND_MINMAX                },
5016     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, WINED3D_GL_EXT_NONE             },
5017     { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, WINED3D_GL_EXT_NONE             },
5018     { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
5019     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          state_colorwrite1   }, EXT_DRAW_BUFFERS2               },
5020     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
5021     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          state_colorwrite2   }, EXT_DRAW_BUFFERS2               },
5022     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
5023     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          state_colorwrite3   }, EXT_DRAW_BUFFERS2               },
5024     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
5025     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   }, EXT_BLEND_COLOR                 },
5026     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, WINED3D_GL_EXT_NONE             },
5027     { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
5028     /* Samplers */
5029     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5030     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5031     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5032     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5033     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5034     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5035     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5036     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5037     { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5038     { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5039     { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5040     { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5041     { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5042     { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5043     { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5044     { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5045     { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5046     { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5047     { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5048     { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5049     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5050 };
5051
5052 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5053     { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
5054     { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
5055     { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
5056     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
5057       /* Clip planes */
5058     { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5059     { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5060     { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5061     { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5062     { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5063     { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5064     { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5065     { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5066     { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5067     { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5068     { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5069     { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5070     { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5071     { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5072     { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5073     { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5074     { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5075     { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5076     { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5077     { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5078     { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5079     { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5080     { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5081     { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5082     { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5083     { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5084     { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5085     { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5086     { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5087     { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5088     { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5089     { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5090       /* Lights */
5091     { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, WINED3D_GL_EXT_NONE             },
5092     { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, WINED3D_GL_EXT_NONE             },
5093     { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, WINED3D_GL_EXT_NONE             },
5094     { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, WINED3D_GL_EXT_NONE             },
5095     { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, WINED3D_GL_EXT_NONE             },
5096     { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, WINED3D_GL_EXT_NONE             },
5097     { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, WINED3D_GL_EXT_NONE             },
5098     { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, WINED3D_GL_EXT_NONE             },
5099     /* Viewport */
5100     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, WINED3D_GL_EXT_NONE             },
5101       /* Transform states follow                    */
5102     { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, WINED3D_GL_EXT_NONE             },
5103     { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, WINED3D_GL_EXT_NONE             },
5104     { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5105     { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5106     { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5107     { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5108     { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5109     { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5110     { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5111     { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
5112     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, WINED3D_GL_EXT_NONE             },
5113     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5114     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5115     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5116     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5117     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5118     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5119     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5120     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5121     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5122     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5123     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5124     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5125     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5126     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5127     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5128     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5129     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5130     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5131     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5132     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5133     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5134     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5135     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5136     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5137     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5138     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5139     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5140     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5141     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5142     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5143     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5144     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5145     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5146     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5147     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5148     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5149     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5150     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5151     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5152     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5153     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5154     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5155     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5156     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5157     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5158     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5159     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5160     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5161     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5162     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5163     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5164     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5165     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5166     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5167     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5168     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5169     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5170     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5171     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5172     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5173     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5174     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5175     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5176     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5177     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5178     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5179     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5180     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5181     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5182     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5183     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5184     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5185     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5186     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5187     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5188     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5189     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5190     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5191     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5192     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5193     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5194     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5195     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5196     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5197     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5198     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5199     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5200     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5201     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5202     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5203     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5204     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5205     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5206     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5207     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5208     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5209     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5210     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5211     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5212     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5213     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5214     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5215     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5216     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5217     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5218     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5219     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5220     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5221     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5222     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5223     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5224     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5225     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5226     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5227     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5228     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5229     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5230     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5231     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5232     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5233     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5234     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5235     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5236     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5237     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5238     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5239     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5240     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5241     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5242     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5243     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5244     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5245     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5246     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5247     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5248     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5249     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5250     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5251     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5252     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5253     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5254     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5255     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5256     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5257     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5258     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5259     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5260     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5261     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5262     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5263     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5264     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5265     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5266     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5267     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5268     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5269     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5270     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5271     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5272     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5273     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5274     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5275     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5276     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5277     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5278     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5279     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5280     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5281     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5282     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5283     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5284     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5285     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5286     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5287     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5288     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5289     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5290     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5291     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5292     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5293     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5294     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5295     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5296     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5297     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5298     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5299     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5300     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5301     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5302     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5303     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5304     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5305     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5306     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5307     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5308     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5309     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5310     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5311     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5312     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5313     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5314     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5315     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5316     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5317     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5318     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5319     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5320     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5321     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5322     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5323     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5324     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5325     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5326     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5327     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5328     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5329     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5330     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5331     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5332     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5333     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5334     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5335     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5336     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5337     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5338     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5339     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5340     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5341     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5342     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5343     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5344     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5345     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5346     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5347     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5348     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5349     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5350     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5351     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5352     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5353     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5354     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5355     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5356     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5357     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5358     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5359     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5360     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5361     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5362     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5363     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5364     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5365     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5366     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5367     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5368     { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5369     { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5370     { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5371     { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5372     { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5373     { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5374     { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5375     { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5376     { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5377     { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5378     { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5379     { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5380     { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5381     { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5382     { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5383     { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5384       /* Fog */
5385     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5386     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5387     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5388     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      }, NV_FOG_DISTANCE                 },
5389     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, WINED3D_GL_EXT_NONE             },
5390     { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
5391     { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
5392     { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, WINED3D_GL_EXT_NONE             },
5393     { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, WINED3D_GL_EXT_NONE             },
5394     { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5395     { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, WINED3D_GL_EXT_NONE             },
5396     { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, WINED3D_GL_EXT_NONE             },
5397     { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5398     { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5399     { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5400     { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5401     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   }, ARB_VERTEX_BLEND                },
5402     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, WINED3D_GL_EXT_NONE             },
5403     { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5404     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5405     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5406     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
5407     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   }, ARB_POINT_SPRITE                },
5408     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, WINED3D_GL_EXT_NONE             },
5409     { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5410     { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5411     { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5412     { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5413     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5414     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5415     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
5416     /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5417      * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5418      * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5419      */
5420     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5421     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5422     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5423     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5424     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5425     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5426     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5427     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5428     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5429     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5430     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5431     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5432     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5433     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5434     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5435     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5436     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5437     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5438     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5439     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5440     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5441     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5442     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5443     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5444     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5445 };
5446
5447 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5448     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5449     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5450     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5451     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5452     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5453     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5454     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5455     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5456     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5457     { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5458     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5459     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5460     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5461     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5462     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5463     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5464     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5465     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5466     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5467     { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5468     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5469     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5470     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5471     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5472     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5473     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5474     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5475     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5476     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5477     { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5478     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5479     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5480     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5481     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5482     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5483     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5484     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5485     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5486     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5487     { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5488     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5489     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5490     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5491     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5492     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5493     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5494     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5495     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5496     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5497     { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5498     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5499     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5500     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5501     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5502     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5503     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5504     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5505     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5506     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5507     { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5508     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5509     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5510     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5511     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5512     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5513     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5514     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5515     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5516     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5517     { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5518     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5519     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5520     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5521     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5522     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5523     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5524     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5525     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5526     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5527     { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5528     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
5529     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
5530     { STATE_RENDER(WINED3DRS_BORDERCOLOR),                { STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   }, WINED3D_GL_EXT_NONE             },
5531     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, WINED3D_GL_EXT_NONE             },
5532     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
5533     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
5534     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5535     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5536     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5537     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
5538     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
5539     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5540     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5541     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5542     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5543     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5544     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5545     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5546     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5547     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5548 };
5549 #undef GLINFO_LOCATION
5550
5551 /* Context activation is done by the caller. */
5552 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5553
5554 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5555 {
5556     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
5557                             WINED3DTEXOPCAPS_ADDSIGNED   |
5558                             WINED3DTEXOPCAPS_ADDSIGNED2X |
5559                             WINED3DTEXOPCAPS_MODULATE    |
5560                             WINED3DTEXOPCAPS_MODULATE2X  |
5561                             WINED3DTEXOPCAPS_MODULATE4X  |
5562                             WINED3DTEXOPCAPS_SELECTARG1  |
5563                             WINED3DTEXOPCAPS_SELECTARG2  |
5564                             WINED3DTEXOPCAPS_DISABLE;
5565
5566     if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5567             || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5568             || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5569     {
5570         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
5571                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
5572                                 WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
5573                                 WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
5574                                 WINED3DTEXOPCAPS_LERP               |
5575                                 WINED3DTEXOPCAPS_SUBTRACT;
5576     }
5577     if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5578             || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5579     {
5580         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
5581                                 WINED3DTEXOPCAPS_MULTIPLYADD            |
5582                                 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5583                                 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5584                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5585     }
5586     if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5587         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5588
5589     pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5590     pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5591 }
5592
5593 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5594 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5595 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5596 {
5597     if (TRACE_ON(d3d))
5598     {
5599         TRACE("Checking support for fixup:\n");
5600         dump_color_fixup_desc(fixup);
5601     }
5602
5603     /* We only support identity conversions. */
5604     if (is_identity_fixup(fixup))
5605     {
5606         TRACE("[OK]\n");
5607         return TRUE;
5608     }
5609
5610     TRACE("[FAILED]\n");
5611     return FALSE;
5612 }
5613
5614 const struct fragment_pipeline ffp_fragment_pipeline = {
5615     ffp_enable,
5616     ffp_fragment_get_caps,
5617     ffp_fragment_alloc,
5618     ffp_fragment_free,
5619     ffp_color_fixup_supported,
5620     ffp_fragmentstate_template,
5621     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5622 };
5623
5624 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5625 {
5626     unsigned int i;
5627     for(i = 0; funcs[i]; i++);
5628     return i;
5629 }
5630
5631 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5632 {
5633     stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5634     stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5635 }
5636
5637 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5638 {
5639     stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5640     stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5641     stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5642 }
5643
5644 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5645 {
5646     unsigned int start, last, i;
5647
5648     start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5649     last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5650     for (i = start; i <= last; ++i)
5651     {
5652         state_table[i].representative = 0;
5653         state_table[i].apply = state_undefined;
5654     }
5655
5656     start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5657     last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5658     for (i = start; i <= last; ++i)
5659     {
5660         state_table[i].representative = 0;
5661         state_table[i].apply = state_undefined;
5662     }
5663 }
5664
5665 static void validate_state_table(struct StateEntry *state_table)
5666 {
5667     unsigned int i;
5668
5669     for (i = 0; i < STATE_HIGHEST + 1; ++i)
5670     {
5671         DWORD rep = state_table[i].representative;
5672         if (rep && !state_table[rep].representative)
5673         {
5674             ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5675                     debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5676             state_table[i].representative = 0;
5677         }
5678     }
5679 }
5680
5681 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5682         const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5683         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5684 {
5685     unsigned int i, type, handlers;
5686     APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5687     const struct StateEntryTemplate *cur;
5688     BOOL set[STATE_HIGHEST + 1];
5689
5690     memset(multistate_funcs, 0, sizeof(multistate_funcs));
5691
5692     for(i = 0; i < STATE_HIGHEST + 1; i++) {
5693         StateTable[i].representative = 0;
5694         StateTable[i].apply = state_undefined;
5695     }
5696
5697     for(type = 0; type < 3; type++) {
5698         /* This switch decides the order in which the states are applied */
5699         switch(type) {
5700             case 0: cur = misc; break;
5701             case 1: cur = fragment->states; break;
5702             case 2: cur = vertex; break;
5703             default: cur = NULL; /* Stupid compiler */
5704         }
5705         if(!cur) continue;
5706
5707         /* GL extension filtering should not prevent multiple handlers being applied from different
5708          * pipeline parts
5709          */
5710         memset(set, 0, sizeof(set));
5711
5712         for(i = 0; cur[i].state; i++) {
5713             APPLYSTATEFUNC *funcs_array;
5714
5715             /* Only use the first matching state with the available extension from one template.
5716              * e.g.
5717              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5718              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0        }
5719              *
5720              * if GL_XYZ_fancy is supported, ignore the 2nd line
5721              */
5722             if(set[cur[i].state]) continue;
5723             /* Skip state lines depending on unsupported extensions */
5724             if (!gl_info->supported[cur[i].extension]) continue;
5725             set[cur[i].state] = TRUE;
5726             /* In some cases having an extension means that nothing has to be
5727              * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5728              * supported, the texture coordinate fixup can be ignored. If the
5729              * apply function is used, mark the state set(done above) to prevent
5730              * applying later lines, but do not record anything in the state
5731              * table
5732              */
5733             if(!cur[i].content.apply) continue;
5734
5735             handlers = num_handlers(multistate_funcs[cur[i].state]);
5736             multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5737             switch(handlers) {
5738                 case 0:
5739                     StateTable[cur[i].state].apply = cur[i].content.apply;
5740                     break;
5741                 case 1:
5742                     StateTable[cur[i].state].apply = multistate_apply_2;
5743                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5744                                                                    0,
5745                                                                    sizeof(**dev_multistate_funcs) * 2);
5746                     if (!dev_multistate_funcs[cur[i].state]) {
5747                         goto out_of_mem;
5748                     }
5749
5750                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5751                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5752                     break;
5753                 case 2:
5754                     StateTable[cur[i].state].apply = multistate_apply_3;
5755                     funcs_array = HeapReAlloc(GetProcessHeap(),
5756                                               0,
5757                                               dev_multistate_funcs[cur[i].state],
5758                                               sizeof(**dev_multistate_funcs) * 3);
5759                     if (!funcs_array) {
5760                         goto out_of_mem;
5761                     }
5762
5763                     dev_multistate_funcs[cur[i].state] = funcs_array;
5764                     dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5765                     break;
5766                 default:
5767                     ERR("Unexpected amount of state handlers for state %u: %u\n",
5768                         cur[i].state, handlers + 1);
5769             }
5770
5771             if(StateTable[cur[i].state].representative &&
5772             StateTable[cur[i].state].representative != cur[i].content.representative) {
5773                 FIXME("State %u has different representatives in different pipeline parts\n",
5774                     cur[i].state);
5775             }
5776             StateTable[cur[i].state].representative = cur[i].content.representative;
5777         }
5778     }
5779
5780     prune_invalid_states(StateTable, gl_info);
5781     validate_state_table(StateTable);
5782
5783     return WINED3D_OK;
5784
5785 out_of_mem:
5786     for (i = 0; i <= STATE_HIGHEST; ++i) {
5787         HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5788     }
5789
5790     memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5791
5792     return E_OUTOFMEMORY;
5793 }