2 * Direct3D state management
4 * Copyright 2006 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
32 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock) {
33 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
34 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
36 if(STATE_IS_RENDER(state)) {
37 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
38 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
40 /* Shouldn't have an unknown type here */
41 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
45 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock) {
46 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
47 * list without causing confusing terminal output. Deliberately no special debug name here
48 * because its undefined.
50 WARN("undefined state %d\n", state);
53 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
54 D3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
61 case D3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
76 /* TODO: Lighting is only enabled if Vertex normals are passed by the application,
77 * so merge the lighting render state with the vertex declaration once it is available
80 if (stateblock->renderState[WINED3DRS_LIGHTING]) {
81 glEnable(GL_LIGHTING);
82 checkGLcall("glEnable GL_LIGHTING");
84 glDisable(GL_LIGHTING);
85 checkGLcall("glDisable GL_LIGHTING");
89 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
90 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
92 glDisable(GL_DEPTH_TEST);
93 checkGLcall("glDisable GL_DEPTH_TEST");
96 glEnable(GL_DEPTH_TEST);
97 checkGLcall("glEnable GL_DEPTH_TEST");
100 glEnable(GL_DEPTH_TEST);
101 checkGLcall("glEnable GL_DEPTH_TEST");
102 FIXME("W buffer is not well handled\n");
105 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
109 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
110 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
112 /* If we are culling "back faces with clockwise vertices" then
113 set front faces to be counter clockwise and enable culling
115 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
116 case WINED3DCULL_NONE:
117 glDisable(GL_CULL_FACE);
118 checkGLcall("glDisable GL_CULL_FACE");
121 glEnable(GL_CULL_FACE);
122 checkGLcall("glEnable GL_CULL_FACE");
123 if (stateblock->wineD3DDevice->render_offscreen) {
125 checkGLcall("glFrontFace GL_CW");
128 checkGLcall("glFrontFace GL_CCW");
132 case WINED3DCULL_CCW:
133 glEnable(GL_CULL_FACE);
134 checkGLcall("glEnable GL_CULL_FACE");
135 if (stateblock->wineD3DDevice->render_offscreen) {
137 checkGLcall("glFrontFace GL_CCW");
140 checkGLcall("glFrontFace GL_CW");
145 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
149 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
150 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
151 case WINED3DSHADE_FLAT:
152 glShadeModel(GL_FLAT);
153 checkGLcall("glShadeModel(GL_FLAT)");
155 case WINED3DSHADE_GOURAUD:
156 glShadeModel(GL_SMOOTH);
157 checkGLcall("glShadeModel(GL_SMOOTH)");
159 case WINED3DSHADE_PHONG:
160 FIXME("WINED3DSHADE_PHONG isn't supported\n");
163 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
167 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
168 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
170 checkGLcall("glEnable GL_DITHER");
172 glDisable(GL_DITHER);
173 checkGLcall("glDisable GL_DITHER");
177 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
178 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
179 * this has to be merged with ZENABLE and ZFUNC
181 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
183 checkGLcall("glDepthMask(1)");
186 checkGLcall("glDepthMask(0)");
190 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock) {
191 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
195 checkGLcall("glDepthFunc");
199 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
201 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
203 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
204 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
205 checkGLcall("glLightModel for MODEL_AMBIENT");
208 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
209 int srcBlend = GL_ZERO;
210 int dstBlend = GL_ZERO;
213 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
214 /* TODO: Is enabling blending really affected by the blendfactor??? */
215 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
216 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
217 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE] ||
218 stateblock->renderState[WINED3DRS_BLENDFACTOR] != 0xFFFFFFFF) {
220 checkGLcall("glEnable GL_BLEND");
223 checkGLcall("glDisable GL_BLEND");
224 /* Nothing more to do - get out */
228 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
229 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
230 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
231 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
232 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
233 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
234 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
235 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
236 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
237 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
238 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
239 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
241 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
242 dstBlend = GL_SRC_ALPHA;
245 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
246 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
249 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
250 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
252 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
255 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
256 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
257 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
258 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
259 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
260 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
261 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
262 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
263 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
264 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
265 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
266 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
268 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
269 srcBlend = GL_SRC_ALPHA;
272 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
273 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
276 case D3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
277 case D3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
279 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
282 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
283 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
284 glEnable(GL_LINE_SMOOTH);
285 checkGLcall("glEnable(GL_LINE_SMOOTH)");
286 if(srcBlend != GL_SRC_ALPHA) {
287 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
288 srcBlend = GL_SRC_ALPHA;
290 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
291 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
292 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 glDisable(GL_LINE_SMOOTH);
296 checkGLcall("glDisable(GL_LINE_SMOOTH)");
299 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
300 glBlendFunc(srcBlend, dstBlend);
301 checkGLcall("glBlendFunc");
303 /* TODO: Remove when state management done */
304 stateblock->wineD3DDevice->dstBlend = dstBlend;
305 stateblock->wineD3DDevice->srcBlend = srcBlend;
307 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
308 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
309 glBlendColor (col[0],col[1],col[2],col[3]);
310 checkGLcall("glBlendColor");
313 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
316 BOOL enable_ckey = FALSE;
318 IWineD3DSurfaceImpl *surf;
320 /* Find out if the texture on the first stage has a ckey set
321 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
322 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
323 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
324 * in case it finds some texture+colorkeyenable combination which needs extra care.
326 if(stateblock->textures[0]) {
327 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
328 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
331 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
332 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
333 glEnable(GL_ALPHA_TEST);
334 checkGLcall("glEnable GL_ALPHA_TEST");
336 glDisable(GL_ALPHA_TEST);
337 checkGLcall("glDisable GL_ALPHA_TEST");
338 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
344 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
345 glParm = GL_NOTEQUAL;
348 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
349 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
352 stateblock->wineD3DDevice->alphafunc = glParm; /* Remove when state management done */
353 glAlphaFunc(glParm, ref);
354 checkGLcall("glAlphaFunc");
356 /* TODO: Some texture blending operations seem to affect the alpha test */
359 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock) {
360 DWORD enable = 0xFFFFFFFF;
361 DWORD disable = 0x00000000;
363 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
364 * of already set values
367 /* If enabling / disabling all
368 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
370 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
371 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
372 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
374 disable = 0xffffffff;
378 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
379 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
380 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
381 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
382 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
383 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
385 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
386 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
387 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
388 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
389 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
390 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
392 /** update clipping status */
394 stateblock->clip_status.ClipUnion = 0;
395 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
397 stateblock->clip_status.ClipUnion = 0;
398 stateblock->clip_status.ClipIntersection = 0;
402 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
403 int glParm = GL_FUNC_ADD;
405 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
406 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
410 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
411 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
412 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
413 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
414 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
415 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
417 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
420 TRACE("glBlendEquation(%x)\n", glParm);
421 GL_EXTCALL(glBlendEquation(glParm));
422 checkGLcall("glBlendEquation");
426 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
427 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
428 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
429 * specular color. This is wrong:
430 * Separate specular color means the specular colour is maintained separately, whereas
431 * single color means it is merged in. However in both cases they are being used to
433 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
434 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
438 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
439 * Instead, we need to setup the FinalCombiner properly.
441 * The default setup for the FinalCombiner is:
443 * <variable> <input> <mapping> <usage>
444 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
445 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
446 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
447 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
448 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
449 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
450 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
452 * That's pretty much fine as it is, except for variable B, which needs to take
453 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
454 * whether WINED3DRS_SPECULARENABLE is enabled or not.
457 TRACE("Setting specular enable state\n");
458 /* TODO: Add to the material setting functions */
459 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
460 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
461 checkGLcall("glMaterialfv");
462 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
463 glEnable(GL_COLOR_SUM_EXT);
465 TRACE("Specular colors cannot be enabled in this version of opengl\n");
467 checkGLcall("glEnable(GL_COLOR_SUM)");
469 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
470 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
471 checkGLcall("glFinalCombinerInputNV()");
474 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
476 /* for the case of enabled lighting: */
477 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
478 checkGLcall("glMaterialfv");
480 /* for the case of disabled lighting: */
481 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
482 glDisable(GL_COLOR_SUM_EXT);
484 TRACE("Specular colors cannot be disabled in this version of opengl\n");
486 checkGLcall("glDisable(GL_COLOR_SUM)");
488 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
489 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
490 checkGLcall("glFinalCombinerInputNV()");
495 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
498 /* Note the texture color applies to all textures whereas
499 * GL_TEXTURE_ENV_COLOR applies to active only
502 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
504 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
505 /* And now the default texture color as well */
506 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
507 /* Note the WINED3DRS value applies to all textures, but GL has one
508 * per texture, so apply it now ready to be used!
510 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
511 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
512 checkGLcall("glActiveTextureARB");
514 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
517 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
518 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
524 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
525 #if 0 /* Don't use OpenGL 2.0 calls for now */
526 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
527 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
528 checkGLcall("glStencilFuncSeparate(...)");
529 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
530 checkGLcall("glStencilOpSeparate(...)");
534 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
535 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
536 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
537 GL_EXTCALL(glActiveStencilFaceEXT(face));
538 checkGLcall("glActiveStencilFaceEXT(...)");
539 glStencilFunc(func, ref, mask);
540 checkGLcall("glStencilFunc(...)");
541 glStencilOp(stencilFail, depthFail, stencilPass);
542 checkGLcall("glStencilOp(...)");
543 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
544 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
545 checkGLcall("glStencilFuncSeparateATI(...)");
546 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
547 checkGLcall("glStencilOpSeparateATI(...)");
549 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
554 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock) {
555 DWORD onesided_enable = FALSE;
556 DWORD twosided_enable = FALSE;
557 GLint func = GL_ALWAYS;
558 GLint func_ccw = GL_ALWAYS;
561 GLint stencilFail = GL_KEEP;
562 GLint depthFail = GL_KEEP;
563 GLint stencilPass = GL_KEEP;
564 GLint stencilFail_ccw = GL_KEEP;
565 GLint depthFail_ccw = GL_KEEP;
566 GLint stencilPass_ccw = GL_KEEP;
568 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
569 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
570 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
571 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
572 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
573 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
575 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
576 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
578 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
579 ref = stateblock->renderState[WINED3DRS_STENCILREF];
580 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
581 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
582 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
583 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
584 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
585 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
586 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
587 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
588 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
589 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
590 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
591 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
592 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
593 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
595 TRACE("(onesided %d, twosided %d, ref %x, mask %x, \
596 GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
597 GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
598 onesided_enable, twosided_enable, ref, mask,
599 func, stencilFail, depthFail, stencilPass,
600 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
602 if (twosided_enable) {
603 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
604 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
606 if (onesided_enable) {
607 glEnable(GL_STENCIL_TEST);
608 checkGLcall("glEnable GL_STENCIL_TEST");
609 glStencilFunc(func, ref, mask);
610 checkGLcall("glStencilFunc(...)");
611 glStencilOp(stencilFail, depthFail, stencilPass);
612 checkGLcall("glStencilOp(...)");
614 glDisable(GL_STENCIL_TEST);
615 checkGLcall("glDisable GL_STENCIL_TEST");
620 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
621 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
622 checkGLcall("glStencilMask");
625 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
626 /* TODO: Put this into the vertex type block once that is in the state table */
627 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
628 float fogstart, fogend;
636 /* No fog? Disable it, and we're done :-) */
638 checkGLcall("glDisable GL_FOG");
641 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
642 fogstart = tmpvalue.f;
643 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
647 /* Activate when vertex shaders are in the state table */
648 if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
649 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
650 glFogi(GL_FOG_MODE, GL_LINEAR);
651 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
654 stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
658 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
659 * the system will apply only pixel(=table) fog effects."
661 /* else */ if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
662 glHint(GL_FOG_HINT, GL_FASTEST);
663 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
665 stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
667 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
668 /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
669 * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
672 if(!stateblock->wineD3DDevice->last_was_rhw) {
673 glFogi(GL_FOG_MODE, GL_EXP);
674 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
675 if(GL_SUPPORT(EXT_FOG_COORD)) {
676 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
677 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
683 if(!stateblock->wineD3DDevice->last_was_rhw) {
684 glFogi(GL_FOG_MODE, GL_EXP2);
685 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
686 if(GL_SUPPORT(EXT_FOG_COORD)) {
687 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
688 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
693 case D3DFOG_LINEAR: {
694 if(!stateblock->wineD3DDevice->last_was_rhw) {
695 glFogi(GL_FOG_MODE, GL_LINEAR);
696 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
697 if(GL_SUPPORT(EXT_FOG_COORD)) {
698 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
699 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
705 /* Both are none? According to msdn the alpha channel of the specular
706 * color contains a fog factor. Set it in drawStridedSlow.
707 * Same happens with Vertexfog on transformed vertices
709 if(GL_SUPPORT(EXT_FOG_COORD)) {
710 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
711 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
712 glFogi(GL_FOG_MODE, GL_LINEAR);
713 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
717 /* Disable GL fog, handle this in software in drawStridedSlow */
722 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
725 glHint(GL_FOG_HINT, GL_NICEST);
726 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
728 stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
730 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
732 glFogi(GL_FOG_MODE, GL_EXP);
733 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
734 if(GL_SUPPORT(EXT_FOG_COORD)) {
735 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
736 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
741 glFogi(GL_FOG_MODE, GL_EXP2);
742 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
743 if(GL_SUPPORT(EXT_FOG_COORD)) {
744 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
745 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
750 glFogi(GL_FOG_MODE, GL_LINEAR);
751 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
752 if(GL_SUPPORT(EXT_FOG_COORD)) {
753 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
754 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
758 case D3DFOG_NONE: /* Won't happen */
760 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
766 checkGLcall("glEnable GL_FOG");
768 glFogfv(GL_FOG_START, &fogstart);
769 checkGLcall("glFogf(GL_FOG_START, fogstart");
770 TRACE("Fog Start == %f\n", fogstart);
772 glFogfv(GL_FOG_END, &fogend);
773 checkGLcall("glFogf(GL_FOG_END, fogend");
774 TRACE("Fog End == %f\n", fogend);
777 checkGLcall("glDisable GL_FOG");
780 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
781 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
785 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
787 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
788 /* Set the default alpha blend color */
789 glFogfv(GL_FOG_COLOR, &col[0]);
790 checkGLcall("glFog GL_FOG_COLOR");
793 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock) {
798 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
799 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
800 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
803 /* TODO: Merge with primitive type + init_materials()!! */
804 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
805 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
807 if (stateblock->renderState[WINED3DRS_COLORVERTEX]) {
808 TRACE("diff %d, amb %d, emis %d, spec %d\n",
809 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
810 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
811 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
812 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
814 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
815 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
816 Parm = GL_AMBIENT_AND_DIFFUSE;
820 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
822 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
824 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
831 if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
833 stateblock->wineD3DDevice->tracking_color = NEEDS_TRACKING;
834 stateblock->wineD3DDevice->tracking_parm = Parm;
838 if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
842 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock) {
845 WINED3DLINEPATTERN lp;
847 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
849 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
851 if (tmppattern.lp.wRepeatFactor) {
852 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
853 checkGLcall("glLineStipple(repeat, linepattern)");
854 glEnable(GL_LINE_STIPPLE);
855 checkGLcall("glEnable(GL_LINE_STIPPLE);");
857 glDisable(GL_LINE_STIPPLE);
858 checkGLcall("glDisable(GL_LINE_STIPPLE);");
862 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
868 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
869 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
870 TRACE("ZBias value %f\n", tmpvalue.f);
871 glPolygonOffset(0, -tmpvalue.f);
872 checkGLcall("glPolygonOffset(0, -Value)");
873 glEnable(GL_POLYGON_OFFSET_FILL);
874 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
875 glEnable(GL_POLYGON_OFFSET_LINE);
876 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
877 glEnable(GL_POLYGON_OFFSET_POINT);
878 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
880 glDisable(GL_POLYGON_OFFSET_FILL);
881 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
882 glDisable(GL_POLYGON_OFFSET_LINE);
883 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
884 glDisable(GL_POLYGON_OFFSET_POINT);
885 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
890 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock) {
891 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
892 glEnable(GL_NORMALIZE);
893 checkGLcall("glEnable(GL_NORMALIZE);");
895 glDisable(GL_NORMALIZE);
896 checkGLcall("glDisable(GL_NORMALIZE);");
900 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock) {
906 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
907 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
908 TRACE("Set point size to %f\n", tmpvalue.f);
909 glPointSize(tmpvalue.f);
910 checkGLcall("glPointSize(...);");
913 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock) {
919 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
920 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
921 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
922 checkGLcall("glPointParameterfEXT(...);");
924 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
928 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock) {
934 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
935 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
936 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
937 checkGLcall("glPointParameterfEXT(...);");
939 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
943 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
944 /* TODO: Group this with the viewport */
946 * POINTSCALEENABLE controls how point size value is treated. If set to
947 * true, the point size is scaled with respect to height of viewport.
948 * When set to false point size is in pixels.
950 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
954 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
957 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
958 * This means that OpenGL will clamp really small point sizes to 1.0f.
959 * To correct for this we need to multiply by the scale factor when sizes
960 * are less than 1.0f. scale_factor = 1.0f / point_size.
962 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
963 if(pointSize > 0.0f) {
966 if(pointSize < 1.0f) {
967 scaleFactor = pointSize * pointSize;
972 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
973 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
974 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
975 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
976 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
977 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
978 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
982 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
983 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
984 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
986 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
987 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
988 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
990 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
994 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
995 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
997 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
998 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
999 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1000 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1001 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1002 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1003 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1004 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1005 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1006 checkGLcall("glColorMask(...)");
1008 /* depends on WINED3DRS_COLORWRITEENABLE. */
1009 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1010 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1011 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1012 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1013 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1014 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1015 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1019 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1020 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1021 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1022 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1024 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1025 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1029 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1030 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1031 TRACE("Last Pixel Drawing Enabled\n");
1033 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1037 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1038 /* TODO: NV_POINT_SPRITE */
1039 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1040 TRACE("Point sprites not supported\n");
1045 * Point sprites are always enabled. Value controls texture coordinate
1046 * replacement mode. Must be set true for point sprites to use
1049 glEnable(GL_POINT_SPRITE_ARB);
1050 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1052 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1053 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
1054 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
1056 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
1057 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
1061 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1063 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1064 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1065 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1066 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1067 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1069 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1072 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1073 stateblock->renderState[WINED3DRS_WRAP1] ||
1074 stateblock->renderState[WINED3DRS_WRAP2] ||
1075 stateblock->renderState[WINED3DRS_WRAP3] ||
1076 stateblock->renderState[WINED3DRS_WRAP4] ||
1077 stateblock->renderState[WINED3DRS_WRAP5] ||
1078 stateblock->renderState[WINED3DRS_WRAP6] ||
1079 stateblock->renderState[WINED3DRS_WRAP7] ||
1080 stateblock->renderState[WINED3DRS_WRAP8] ||
1081 stateblock->renderState[WINED3DRS_WRAP9] ||
1082 stateblock->renderState[WINED3DRS_WRAP10] ||
1083 stateblock->renderState[WINED3DRS_WRAP11] ||
1084 stateblock->renderState[WINED3DRS_WRAP12] ||
1085 stateblock->renderState[WINED3DRS_WRAP13] ||
1086 stateblock->renderState[WINED3DRS_WRAP14] ||
1087 stateblock->renderState[WINED3DRS_WRAP15] ) {
1088 ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1092 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1093 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1094 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1095 glEnable(GL_MULTISAMPLE_ARB);
1096 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1098 glDisable(GL_MULTISAMPLE_ARB);
1099 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1102 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1103 ERR("Multisample antialiasing not supported by gl\n");
1108 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1109 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1110 glEnable(GL_SCISSOR_TEST);
1111 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1113 glDisable(GL_SCISSOR_TEST);
1114 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1118 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1124 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1125 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1126 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1127 glEnable(GL_POLYGON_OFFSET_FILL);
1128 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1129 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1130 checkGLcall("glPolygonOffset(...)");
1132 glDisable(GL_POLYGON_OFFSET_FILL);
1133 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1137 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1138 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1139 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1140 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1142 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1143 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1147 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1149 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1150 ERR(" Stippled Alpha not supported yet.\n");
1153 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1155 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1156 ERR(" Antialias not supported yet.\n");
1159 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1161 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1162 ERR("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1165 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1167 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != D3DPATCHEDGE_DISCRETE)
1168 ERR("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1171 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1179 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1180 ERR("(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented\n", tmpvalue.d);
1183 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1185 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != D3DDEGREE_CUBIC)
1186 ERR("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1189 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1191 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != D3DDEGREE_LINEAR)
1192 ERR("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1195 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1197 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1198 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1202 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1203 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1204 ERR("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1207 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1209 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1210 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1213 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1214 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1215 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1219 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1220 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1221 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1225 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1226 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1227 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1231 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1232 if(stateblock->renderState[WINED3DRS_ROP2]) {
1233 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1237 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1238 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1239 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1243 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1244 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1245 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1249 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1250 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1251 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1255 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1256 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1257 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1261 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1262 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1263 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1267 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1268 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1269 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1273 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1274 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1275 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1279 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1280 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1281 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1285 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1286 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1287 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1291 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1292 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1293 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1297 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1298 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1299 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1303 /* Activates the texture dimension according to the bound D3D texture.
1304 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1305 * Requires the caller to activate the correct unit before
1307 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1308 if(stateblock->textures[stage]) {
1309 glDisable(GL_TEXTURE_1D);
1310 checkGLcall("glDisable(GL_TEXTURE_1D)");
1311 switch(stateblock->textureDimensions[stage]) {
1313 glDisable(GL_TEXTURE_3D);
1314 checkGLcall("glDisable(GL_TEXTURE_3D)");
1315 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1316 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1317 glEnable(GL_TEXTURE_2D);
1318 checkGLcall("glEnable(GL_TEXTURE_2D)");
1321 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1322 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1323 glDisable(GL_TEXTURE_2D);
1324 checkGLcall("glDisable(GL_TEXTURE_2D)");
1325 glEnable(GL_TEXTURE_3D);
1326 checkGLcall("glEnable(GL_TEXTURE_3D)");
1328 case GL_TEXTURE_CUBE_MAP_ARB:
1329 glDisable(GL_TEXTURE_2D);
1330 checkGLcall("glDisable(GL_TEXTURE_2D)");
1331 glDisable(GL_TEXTURE_3D);
1332 checkGLcall("glDisable(GL_TEXTURE_3D)");
1333 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1334 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1338 glDisable(GL_TEXTURE_2D);
1339 checkGLcall("glDisable(GL_TEXTURE_2D)");
1340 glDisable(GL_TEXTURE_3D);
1341 checkGLcall("glDisable(GL_TEXTURE_3D)");
1342 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1343 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1344 glEnable(GL_TEXTURE_1D);
1345 checkGLcall("glEnable(GL_TEXTURE_1D)");
1346 /* Binding textures is done by samplers. A dummy texture will be bound */
1350 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1351 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1353 TRACE("Setting color op for stage %d\n", stage);
1355 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1356 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1357 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1361 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1362 /* TODO: register combiners! */
1363 if(stage >= GL_LIMITS(sampler_stages)) {
1364 if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1365 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1366 FIXME("Attempt to enable unsupported stage!\n");
1370 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
1371 checkGLcall("glActiveTextureARB");
1372 } else if (stage > 0) {
1373 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1377 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1378 if(stateblock->lowest_disabled_stage > 0) {
1379 glEnable(GL_REGISTER_COMBINERS_NV);
1380 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1382 glDisable(GL_REGISTER_COMBINERS_NV);
1385 if(stage >= stateblock->lowest_disabled_stage) {
1386 TRACE("Stage disabled\n");
1387 /* Disable everything here */
1388 glDisable(GL_TEXTURE_1D);
1389 checkGLcall("glDisable(GL_TEXTURE_1D)");
1390 glDisable(GL_TEXTURE_2D);
1391 checkGLcall("glDisable(GL_TEXTURE_2D)");
1392 glDisable(GL_TEXTURE_3D);
1393 checkGLcall("glDisable(GL_TEXTURE_3D)");
1394 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1395 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1400 activate_dimensions(stage, stateblock);
1402 /* Set the texture combiners */
1403 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1404 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1405 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1406 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1407 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1408 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1411 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1412 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1413 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1414 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1415 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1419 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1420 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1422 TRACE("Setting alpha op for stage %d\n", stage);
1423 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1424 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1425 /* TODO: register combiners! */
1426 if(stage >= GL_LIMITS(sampler_stages)) {
1427 if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1428 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1429 FIXME("Attempt to enable unsupported stage!\n");
1433 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
1434 checkGLcall("glActiveTextureARB");
1435 } else if (stage > 0) {
1436 /* We can't do anything here */
1437 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1441 TRACE("Setting alpha op for stage %d\n", stage);
1442 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1443 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1444 stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
1445 stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
1446 stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
1447 stateblock->textureState[stage][WINED3DTSS_ALPHAARG0],
1450 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
1451 stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
1452 stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
1453 stateblock->textureState[stage][WINED3DTSS_ALPHAARG0]);
1457 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1458 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1460 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1461 /* TODO: register combiners! */
1462 if(stage >= GL_LIMITS(sampler_stages)) {
1465 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
1466 checkGLcall("glActiveTextureARB");
1467 } else if (stage > 0) {
1468 /* We can't do anything here */
1469 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1473 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1475 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1476 * one flag, you can still specify an index value, which the system uses to
1477 * determine the texture wrapping mode.
1478 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1479 * means use the vertex position (camera-space) as the input texture coordinates
1480 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1481 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1482 * to the TEXCOORDINDEX value
1486 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1488 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1489 case WINED3DTSS_TCI_PASSTHRU:
1490 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1491 glDisable(GL_TEXTURE_GEN_S);
1492 glDisable(GL_TEXTURE_GEN_T);
1493 glDisable(GL_TEXTURE_GEN_R);
1494 glDisable(GL_TEXTURE_GEN_Q);
1495 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1498 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1499 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1500 * as the input texture coordinates for this stage's texture transformation. This
1501 * equates roughly to EYE_LINEAR
1504 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1505 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1506 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1507 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1508 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1510 glMatrixMode(GL_MODELVIEW);
1513 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1514 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1515 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1516 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1519 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1520 glEnable(GL_TEXTURE_GEN_S);
1521 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1522 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1523 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1524 glEnable(GL_TEXTURE_GEN_T);
1525 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1526 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1527 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1528 glEnable(GL_TEXTURE_GEN_R);
1529 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1530 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1531 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1535 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1537 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1538 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1539 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1540 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1541 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1542 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1544 glMatrixMode(GL_MODELVIEW);
1547 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1548 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1549 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1550 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1553 glEnable(GL_TEXTURE_GEN_S);
1554 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1555 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1556 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1557 glEnable(GL_TEXTURE_GEN_T);
1558 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1559 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1560 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1561 glEnable(GL_TEXTURE_GEN_R);
1562 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1563 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1564 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1569 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1571 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1572 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1573 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1574 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1575 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1576 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1578 glMatrixMode(GL_MODELVIEW);
1581 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1582 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1583 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1584 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1587 glEnable(GL_TEXTURE_GEN_S);
1588 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1589 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1590 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1591 glEnable(GL_TEXTURE_GEN_T);
1592 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1593 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1594 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1595 glEnable(GL_TEXTURE_GEN_R);
1596 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1597 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1598 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1603 /* Unhandled types: */
1606 /* ? disable GL_TEXTURE_GEN_n ? */
1607 glDisable(GL_TEXTURE_GEN_S);
1608 glDisable(GL_TEXTURE_GEN_T);
1609 glDisable(GL_TEXTURE_GEN_R);
1610 glDisable(GL_TEXTURE_GEN_Q);
1611 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1616 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1617 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1623 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1624 if(tmpvalue.f != 0.0) {
1625 ERR("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1629 const struct StateEntry StateTable[] =
1631 /* State name representative, apply function */
1632 { /* 0, Undefined */ 0, state_undefined },
1633 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
1634 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
1635 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
1636 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
1637 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
1638 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
1639 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
1640 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
1641 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
1642 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
1643 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
1644 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
1645 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
1646 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
1647 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1648 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
1649 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
1650 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
1651 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1652 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1653 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
1654 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
1655 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
1656 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1657 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1658 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
1659 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1660 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1661 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
1662 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
1663 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
1664 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
1665 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
1666 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
1667 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1668 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1669 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1670 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
1671 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
1672 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1673 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1674 { /* 42, undefined */ 0, state_undefined },
1675 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
1676 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
1677 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
1678 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
1679 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
1680 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
1681 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
1682 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
1683 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
1684 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1685 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1686 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1687 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1688 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1689 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1690 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1691 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
1692 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
1693 { /* 61, Undefined */ 0, state_undefined },
1694 { /* 62, Undefined */ 0, state_undefined },
1695 { /* 63, Undefined */ 0, state_undefined },
1696 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1697 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
1698 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1699 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1700 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1701 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1702 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1703 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1704 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1705 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1706 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1707 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1708 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1709 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1710 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1711 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1712 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1713 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1714 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1715 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1716 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1717 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1718 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1719 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1720 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1721 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1722 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1723 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1724 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1725 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1726 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1727 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1728 { /* 96, Undefined */ 0, state_undefined },
1729 { /* 97, Undefined */ 0, state_undefined },
1730 { /* 98, Undefined */ 0, state_undefined },
1731 { /* 99, Undefined */ 0, state_undefined },
1732 { /*100, Undefined */ 0, state_undefined },
1733 { /*101, Undefined */ 0, state_undefined },
1734 { /*102, Undefined */ 0, state_undefined },
1735 { /*103, Undefined */ 0, state_undefined },
1736 { /*104, Undefined */ 0, state_undefined },
1737 { /*105, Undefined */ 0, state_undefined },
1738 { /*106, Undefined */ 0, state_undefined },
1739 { /*107, Undefined */ 0, state_undefined },
1740 { /*108, Undefined */ 0, state_undefined },
1741 { /*109, Undefined */ 0, state_undefined },
1742 { /*110, Undefined */ 0, state_undefined },
1743 { /*111, Undefined */ 0, state_undefined },
1744 { /*112, Undefined */ 0, state_undefined },
1745 { /*113, Undefined */ 0, state_undefined },
1746 { /*114, Undefined */ 0, state_undefined },
1747 { /*115, Undefined */ 0, state_undefined },
1748 { /*116, Undefined */ 0, state_undefined },
1749 { /*117, Undefined */ 0, state_undefined },
1750 { /*118, Undefined */ 0, state_undefined },
1751 { /*119, Undefined */ 0, state_undefined },
1752 { /*120, Undefined */ 0, state_undefined },
1753 { /*121, Undefined */ 0, state_undefined },
1754 { /*122, Undefined */ 0, state_undefined },
1755 { /*123, Undefined */ 0, state_undefined },
1756 { /*124, Undefined */ 0, state_undefined },
1757 { /*125, Undefined */ 0, state_undefined },
1758 { /*126, Undefined */ 0, state_undefined },
1759 { /*127, Undefined */ 0, state_undefined },
1761 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1762 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1763 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1764 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1765 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1766 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1767 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1768 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1769 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
1770 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
1771 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
1772 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
1773 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1774 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1775 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
1776 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
1777 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
1778 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1779 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1780 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1781 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1782 { /*149, Undefined */ 0, state_undefined },
1783 { /*150, Undefined */ 0, state_undefined },
1784 { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
1785 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
1786 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
1787 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
1788 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
1789 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
1790 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1791 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1792 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1793 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1794 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
1795 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
1796 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
1797 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
1798 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
1799 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
1800 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
1801 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1802 { /*169, Undefined */ 0, state_undefined },
1803 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
1804 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
1805 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
1806 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
1807 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
1808 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
1809 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
1810 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
1811 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1812 { /*177, undefined */ 0, state_undefined },
1813 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1814 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1815 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1816 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1817 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1818 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1819 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1820 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1821 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1822 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1823 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1824 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1825 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1826 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1827 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1828 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1829 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
1830 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
1831 { /*196, undefined */ 0, state_undefined },
1832 { /*197, undefined */ 0, state_undefined },
1833 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1834 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1835 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1836 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1837 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1838 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1839 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1840 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1841 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1842 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1843 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1844 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1845 /* Texture stage states */
1846 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1847 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1848 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1849 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1850 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1851 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1852 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1853 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1854 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1855 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1856 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
1857 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1858 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1859 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1860 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1861 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1862 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1863 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1864 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1865 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1866 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1867 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
1868 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
1869 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
1870 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1871 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1872 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1873 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), state_undefined },
1874 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1875 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1876 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1877 { /*0, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), state_undefined },
1879 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1880 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1881 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1882 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
1883 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
1884 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
1885 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1886 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1887 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1888 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1889 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
1890 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1891 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1892 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1893 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1894 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1895 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1896 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1897 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1898 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1899 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1900 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
1901 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
1902 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
1903 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1904 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
1905 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
1906 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), state_undefined },
1907 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1908 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1909 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1910 { /*1, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), state_undefined },
1912 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1913 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1914 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1915 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
1916 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
1917 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
1918 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1919 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1920 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1921 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1922 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
1923 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1924 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1925 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1926 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1927 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1928 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1929 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1930 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1931 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1932 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1933 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
1934 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
1935 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
1936 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1937 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
1938 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
1939 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), state_undefined },
1940 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1941 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1942 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1943 { /*2, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), state_undefined },
1945 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1946 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1947 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1948 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
1949 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
1950 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
1951 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1952 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1953 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1954 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1955 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
1956 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1957 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1958 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1959 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1960 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1961 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1962 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1963 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1964 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1965 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1966 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
1967 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
1968 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
1969 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1970 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
1971 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
1972 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), state_undefined },
1973 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1974 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1975 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1976 { /*3, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), state_undefined },
1978 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
1979 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
1980 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
1981 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
1982 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
1983 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
1984 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
1985 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
1986 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
1987 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
1988 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
1989 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1990 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1991 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1992 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1993 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1994 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1995 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1996 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1997 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1998 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1999 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2000 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
2001 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
2002 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2003 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2004 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2005 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), state_undefined },
2006 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2007 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2008 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2009 { /*4, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), state_undefined },
2011 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2012 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2013 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2014 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2015 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2016 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2017 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2018 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2019 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2020 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2021 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2022 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2023 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2024 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2025 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2026 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2027 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2028 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2029 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2030 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2031 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2032 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2033 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
2034 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
2035 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2036 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2037 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2038 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), state_undefined },
2039 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2040 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2041 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2042 { /*5, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), state_undefined },
2044 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2045 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2046 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2047 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2048 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2049 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2050 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2051 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2052 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2053 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2054 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2055 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2056 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2057 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2058 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2059 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2060 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2061 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2062 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2063 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2064 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2065 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2066 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
2067 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
2068 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2069 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2070 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2071 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), state_undefined },
2072 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2073 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2074 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2075 { /*6, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), state_undefined },
2077 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2078 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2079 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2080 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2081 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2082 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2083 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2084 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2085 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2086 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2087 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2088 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2089 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2090 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2091 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2092 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2093 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2094 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2095 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2096 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2097 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2098 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2099 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), state_undefined },
2100 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), state_undefined},
2101 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2102 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2103 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2104 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), state_undefined },
2105 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2106 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2107 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2108 { /*7, 32, WINED3DTSS_CONSTANT */ STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), state_undefined },