wined3d: Mark a vertex buffer dirty after VBO creation.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
38
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
40
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
44      */
45     if(STATE_IS_RENDER(state)) {
46         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48     } else {
49         /* Shouldn't have an unknown type here */
50         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
51     }
52 }
53
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56      * list without causing confusing terminal output. Deliberately no special debug name here
57      * because its undefined.
58      */
59     WARN("undefined state %d\n", state);
60 }
61
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
64
65     switch(Value) {
66         case WINED3DFILL_POINT:
67             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69             break;
70         case WINED3DFILL_WIREFRAME:
71             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73             break;
74         case WINED3DFILL_SOLID:
75             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77             break;
78         default:
79             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
80     }
81 }
82
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84     BOOL transformed;
85
86     /* Lighting is not enabled if transformed vertices are drawn
87      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89      * vertex declaration applying function calls this function for updating
90      */
91
92     if(isStateDirty(context, STATE_VDECL)) {
93         return;
94     }
95
96     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
99
100     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101         glEnable(GL_LIGHTING);
102         checkGLcall("glEnable GL_LIGHTING");
103     } else {
104         glDisable(GL_LIGHTING);
105         checkGLcall("glDisable GL_LIGHTING");
106     }
107 }
108
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110     /* No z test without depth stencil buffers */
111     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112         TRACE("No Z buffer - disabling depth test\n");
113         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114         checkGLcall("glDisable GL_DEPTH_TEST");
115         return;
116     }
117
118     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119         case WINED3DZB_FALSE:
120             glDisable(GL_DEPTH_TEST);
121             checkGLcall("glDisable GL_DEPTH_TEST");
122             break;
123         case WINED3DZB_TRUE:
124             glEnable(GL_DEPTH_TEST);
125             checkGLcall("glEnable GL_DEPTH_TEST");
126             break;
127         case WINED3DZB_USEW:
128             glEnable(GL_DEPTH_TEST);
129             checkGLcall("glEnable GL_DEPTH_TEST");
130             FIXME("W buffer is not well handled\n");
131             break;
132         default:
133             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134     }
135 }
136
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
139      * switch
140      */
141     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142         case WINED3DCULL_NONE:
143             glDisable(GL_CULL_FACE);
144             checkGLcall("glDisable GL_CULL_FACE");
145             break;
146         case WINED3DCULL_CW:
147             glEnable(GL_CULL_FACE);
148             checkGLcall("glEnable GL_CULL_FACE");
149             glCullFace(GL_FRONT);
150             checkGLcall("glCullFace(GL_FRONT)");
151             break;
152         case WINED3DCULL_CCW:
153             glEnable(GL_CULL_FACE);
154             checkGLcall("glEnable GL_CULL_FACE");
155             glCullFace(GL_BACK);
156             checkGLcall("glCullFace(GL_BACK)");
157             break;
158         default:
159             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
160     }
161 }
162
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165         case WINED3DSHADE_FLAT:
166             glShadeModel(GL_FLAT);
167             checkGLcall("glShadeModel(GL_FLAT)");
168             break;
169         case WINED3DSHADE_GOURAUD:
170             glShadeModel(GL_SMOOTH);
171             checkGLcall("glShadeModel(GL_SMOOTH)");
172             break;
173         case WINED3DSHADE_PHONG:
174             FIXME("WINED3DSHADE_PHONG isn't supported\n");
175             break;
176         default:
177             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
178     }
179 }
180
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
183         glEnable(GL_DITHER);
184         checkGLcall("glEnable GL_DITHER");
185     } else {
186         glDisable(GL_DITHER);
187         checkGLcall("glDisable GL_DITHER");
188     }
189 }
190
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193      * this has to be merged with ZENABLE and ZFUNC
194      */
195     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
196         glDepthMask(1);
197         checkGLcall("glDepthMask(1)");
198     } else {
199         glDepthMask(0);
200         checkGLcall("glDepthMask(0)");
201     }
202 }
203
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
206
207     if(glParm) {
208         if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209             static BOOL once = FALSE;
210             /* There are a few issues with this: First, our inability to
211              * select a proper Z depth, most of the time we're stuck with
212              * D24S8, even if the app selects D32 or D16. There seem to be
213              * some other precision problems which have to be debugged to
214              * make NOTEQUAL and EQUAL work properly
215              */
216             if(!once) {
217                 once = TRUE;
218                 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
219             }
220         }
221
222         glDepthFunc(glParm);
223         checkGLcall("glDepthFunc");
224     }
225 }
226
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
228     float col[4];
229     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
230
231     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233     checkGLcall("glLightModel for MODEL_AMBIENT");
234 }
235
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237     int srcBlend = GL_ZERO;
238     int dstBlend = GL_ZERO;
239     const StaticPixelFormatDesc *rtFormat;
240     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
241
242     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
244         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
245         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246         glEnable(GL_BLEND);
247         checkGLcall("glEnable GL_BLEND");
248     } else {
249         glDisable(GL_BLEND);
250         checkGLcall("glDisable GL_BLEND");
251         /* Nothing more to do - get out */
252         return;
253     };
254
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_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
263         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
264
265         /* To compensate the lack of format switching with backbuffer offscreen rendering,
266          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
267          * if the render target doesn't support alpha blending. A nonexistent alpha channel
268          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
269          */
270         case WINED3DBLEND_DESTALPHA          :
271             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
272             dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
273             break;
274         case WINED3DBLEND_INVDESTALPHA       :
275             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
276             dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
277             break;
278
279         case WINED3DBLEND_SRCALPHASAT        :
280             dstBlend = GL_SRC_ALPHA_SATURATE;
281             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
282             break;
283
284         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
285          * values which are still valid up to d3d9. They should not occur as dest blend values
286          */
287         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
288             srcBlend = GL_SRC_ALPHA;
289             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
290             break;
291
292         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
293             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
294             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
295             break;
296
297         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
298         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
299         default:
300             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
301     }
302
303     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
304         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
305         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
306         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
307         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
308         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
309         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
310         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
311         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
312         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
313
314         case WINED3DBLEND_DESTALPHA          :
315             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
316             srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
317             break;
318         case WINED3DBLEND_INVDESTALPHA       :
319             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
320             srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
321             break;
322
323         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
324             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
325             break;
326
327         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
328             dstBlend = GL_SRC_ALPHA;
329             break;
330
331         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
332         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
333         default:
334             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
335     }
336
337     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
338        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
339         glEnable(GL_LINE_SMOOTH);
340         checkGLcall("glEnable(GL_LINE_SMOOTH)");
341         if(srcBlend != GL_SRC_ALPHA) {
342             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
343         }
344         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
345             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
346         }
347     } else {
348         glDisable(GL_LINE_SMOOTH);
349         checkGLcall("glDisable(GL_LINE_SMOOTH)");
350     }
351
352     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
353     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
354         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
355     }
356
357     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
358         int srcBlendAlpha = GL_ZERO;
359         int dstBlendAlpha = GL_ZERO;
360
361         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
362         if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
363             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
364             return;
365         }
366
367         switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
368             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
369             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
370             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
371             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
372             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
373             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
374             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
375             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
376             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
377             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
378             case WINED3DBLEND_SRCALPHASAT        :
379                 dstBlend = GL_SRC_ALPHA_SATURATE;
380                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
381                 break;
382             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
383             * values which are still valid up to d3d9. They should not occur as dest blend values
384             */
385             case WINED3DBLEND_BOTHSRCALPHA       :
386                 dstBlendAlpha = GL_SRC_ALPHA;
387                 srcBlendAlpha = GL_SRC_ALPHA;
388                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
389                 break;
390             case WINED3DBLEND_BOTHINVSRCALPHA    :
391                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
392                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
393                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
394                 break;
395             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
396             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
397             default:
398                 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
399         }
400
401         switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
402             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
403             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
404             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
405             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
406             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
407             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
408             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
409             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
410             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
411             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
412             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
413             case WINED3DBLEND_BOTHSRCALPHA       :
414                 srcBlendAlpha = GL_SRC_ALPHA;
415                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
416                 break;
417             case WINED3DBLEND_BOTHINVSRCALPHA    :
418                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
419                 dstBlendAlpha = GL_SRC_ALPHA;
420                 break;
421             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
422             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
423             default:
424                 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
425         }
426
427         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
428         checkGLcall("glBlendFuncSeparateEXT");
429     } else {
430         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
431         glBlendFunc(srcBlend, dstBlend);
432         checkGLcall("glBlendFunc");
433     }
434
435     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
436         so it may need updating */
437     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
438         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
439     }
440 }
441
442 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
443     float col[4];
444
445     if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
446         WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
447         return;
448     }
449
450     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
451     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
452     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
453     checkGLcall("glBlendColor");
454 }
455
456 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
457     int glParm = 0;
458     float ref;
459     BOOL enable_ckey = FALSE;
460
461     IWineD3DSurfaceImpl *surf;
462
463     /* Find out if the texture on the first stage has a ckey set
464      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
465      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
466      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
467      * in case it finds some texture+colorkeyenable combination which needs extra care.
468      */
469     if(stateblock->textures[0] && (
470        stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
471        stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
472         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
473
474         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
475             const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
476             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
477              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
478              * surface has alpha bits
479              */
480             if(fmt->alphaMask == 0x00000000) {
481                 enable_ckey = TRUE;
482             }
483         }
484     }
485
486     if(enable_ckey || context->last_was_ckey) {
487         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
488     }
489     context->last_was_ckey = enable_ckey;
490
491     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
492         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
493         glEnable(GL_ALPHA_TEST);
494         checkGLcall("glEnable GL_ALPHA_TEST");
495     } else {
496         glDisable(GL_ALPHA_TEST);
497         checkGLcall("glDisable GL_ALPHA_TEST");
498         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
499          * enable call
500          */
501         return;
502     }
503
504     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
505         glParm = GL_NOTEQUAL;
506         ref = 0.0;
507     } else {
508         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
509         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
510     }
511     if(glParm) {
512         glAlphaFunc(glParm, ref);
513         checkGLcall("glAlphaFunc");
514     }
515 }
516
517 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
518     DWORD enable  = 0xFFFFFFFF;
519     DWORD disable = 0x00000000;
520
521     if (use_vs(stateblock->wineD3DDevice)) {
522         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
523          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
524          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
525          * of that - don't do anything here and keep them disabled
526          */
527         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
528             static BOOL warned = FALSE;
529             if(!warned) {
530                 FIXME("Clipping not supported with vertex shaders\n");
531                 warned = TRUE;
532             }
533         }
534         return;
535     }
536
537     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
538      * of already set values
539      */
540
541     /* If enabling / disabling all
542      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
543      */
544     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
545         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
546         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
547         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
548             glDisable(GL_DEPTH_CLAMP_NV);
549             checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
550         }
551     } else {
552         disable = 0xffffffff;
553         enable  = 0x00;
554         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
555             glEnable(GL_DEPTH_CLAMP_NV);
556             checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
557         }
558     }
559
560     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
561     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
562     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
563     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
564     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
565     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
566
567     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
568     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
569     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
570     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
571     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
572     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
573
574     /** update clipping status */
575     if (enable) {
576         stateblock->clip_status.ClipUnion = 0;
577         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
578     } else {
579         stateblock->clip_status.ClipUnion = 0;
580         stateblock->clip_status.ClipIntersection = 0;
581     }
582 }
583
584 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
585     int blendEquation = GL_FUNC_ADD;
586     int blendEquationAlpha = GL_FUNC_ADD;
587
588     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
589         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
590         return;
591     }
592
593     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
594     if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
595         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
596         return;
597     }
598
599     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
600         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
601         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
602         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
603         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
604         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
605         default:
606             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
607     }
608
609     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
610         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
611         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
612         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
613         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
614         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
615         default:
616             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
617     }
618
619     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
620         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
621         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
622         checkGLcall("glBlendEquationSeparateEXT");
623     } else {
624         TRACE("glBlendEquation(%x)\n", blendEquation);
625         GL_EXTCALL(glBlendEquationEXT(blendEquation));
626         checkGLcall("glBlendEquation");
627     }
628 }
629
630 static void
631 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
632     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
633      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
634      * specular color. This is wrong:
635      * Separate specular color means the specular colour is maintained separately, whereas
636      * single color means it is merged in. However in both cases they are being used to
637      * some extent.
638      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
639      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
640      * running 1.4 yet!
641      *
642      *
643      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
644      * Instead, we need to setup the FinalCombiner properly.
645      *
646      * The default setup for the FinalCombiner is:
647      *
648      * <variable>       <input>                             <mapping>               <usage>
649      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
650      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
651      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
652      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
653      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
654      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
655      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
656      *
657      * That's pretty much fine as it is, except for variable B, which needs to take
658      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
659      * whether WINED3DRS_SPECULARENABLE is enabled or not.
660      */
661
662     TRACE("Setting specular enable state and materials\n");
663     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
664         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
665         checkGLcall("glMaterialfv");
666
667         if(stateblock->material.Power > 128.0) {
668             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669              * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
670              * them, since 128 results in a hardly visible specular highlight, so it should be safe to
671              * to clamp to 128
672              */
673             WARN("Material power > 128\n");
674             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
675         } else {
676             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
677         }
678         checkGLcall("glMaterialf(GL_SHININESS)");
679
680         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
681             glEnable(GL_COLOR_SUM_EXT);
682         } else {
683             TRACE("Specular colors cannot be enabled in this version of opengl\n");
684         }
685         checkGLcall("glEnable(GL_COLOR_SUM)");
686
687         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
688             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
689             checkGLcall("glFinalCombinerInputNV()");
690         }
691     } else {
692         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
693
694         /* for the case of enabled lighting: */
695         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
696         checkGLcall("glMaterialfv");
697
698         /* for the case of disabled lighting: */
699         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
700             glDisable(GL_COLOR_SUM_EXT);
701         } else {
702             TRACE("Specular colors cannot be disabled in this version of opengl\n");
703         }
704         checkGLcall("glDisable(GL_COLOR_SUM)");
705
706         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
707             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
708             checkGLcall("glFinalCombinerInputNV()");
709         }
710     }
711
712     TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
713           stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
714     TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
715           stateblock->material.Ambient.b, stateblock->material.Ambient.a);
716     TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
717           stateblock->material.Specular.b, stateblock->material.Specular.a);
718     TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
719           stateblock->material.Emissive.b, stateblock->material.Emissive.a);
720
721     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
722     checkGLcall("glMaterialfv(GL_AMBIENT)");
723     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
724     checkGLcall("glMaterialfv(GL_DIFFUSE)");
725     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
726     checkGLcall("glMaterialfv(GL_EMISSION)");
727 }
728
729 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
730     unsigned int i;
731
732     /* Note the texture color applies to all textures whereas
733      * GL_TEXTURE_ENV_COLOR applies to active only
734      */
735     float col[4];
736     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
737
738     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
739         /* And now the default texture color as well */
740         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
741             /* Note the WINED3DRS value applies to all textures, but GL has one
742              * per texture, so apply it now ready to be used!
743              */
744             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
745                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
746                 checkGLcall("glActiveTextureARB");
747             } else if (i>0) {
748                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
749             }
750
751             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
752             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
753         }
754     } else {
755         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
756     }
757 }
758
759 static void
760 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
761 #if 0 /* Don't use OpenGL 2.0 calls for now */
762             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
763                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
764                 checkGLcall("glStencilFuncSeparate(...)");
765                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
766                 checkGLcall("glStencilOpSeparate(...)");
767         }
768             else
769 #endif
770     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
771         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
772         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
773         GL_EXTCALL(glActiveStencilFaceEXT(face));
774         checkGLcall("glActiveStencilFaceEXT(...)");
775         glStencilFunc(func, ref, mask);
776         checkGLcall("glStencilFunc(...)");
777         glStencilOp(stencilFail, depthFail, stencilPass);
778         checkGLcall("glStencilOp(...)");
779     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
780         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
781         checkGLcall("glStencilFuncSeparateATI(...)");
782         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
783         checkGLcall("glStencilOpSeparateATI(...)");
784     } else {
785         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
786     }
787 }
788
789 static void
790 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
791     DWORD onesided_enable = FALSE;
792     DWORD twosided_enable = FALSE;
793     GLint func = GL_ALWAYS;
794     GLint func_ccw = GL_ALWAYS;
795     GLint ref = 0;
796     GLuint mask = 0;
797     GLint stencilFail = GL_KEEP;
798     GLint depthFail = GL_KEEP;
799     GLint stencilPass = GL_KEEP;
800     GLint stencilFail_ccw = GL_KEEP;
801     GLint depthFail_ccw = GL_KEEP;
802     GLint stencilPass_ccw = GL_KEEP;
803
804     /* No stencil test without a stencil buffer */
805     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
806         glDisable(GL_STENCIL_TEST);
807         checkGLcall("glDisable GL_STENCIL_TEST");
808         return;
809     }
810
811     onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
812     twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
813     if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
814         func = GL_ALWAYS;
815     if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
816         func_ccw = GL_ALWAYS;
817     ref = stateblock->renderState[WINED3DRS_STENCILREF];
818     mask = stateblock->renderState[WINED3DRS_STENCILMASK];
819     stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
820     depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
821     stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
822     stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
823     depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
824     stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
825
826     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
827           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
828           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
829     onesided_enable, twosided_enable, ref, mask,
830     func, stencilFail, depthFail, stencilPass,
831     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
832
833     if (twosided_enable && onesided_enable) {
834         glEnable(GL_STENCIL_TEST);
835         checkGLcall("glEnable GL_STENCIL_TEST");
836
837         /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
838          * which has an effect on the code below too. If we apply the front face
839          * afterwards, we are sure that the active stencil face is set to front,
840          * and other stencil functions which do not use two sided stencil do not have
841          * to set it back
842          */
843         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
844         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
845     } else if(onesided_enable) {
846         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
847             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
848             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
849         }
850
851         glEnable(GL_STENCIL_TEST);
852         checkGLcall("glEnable GL_STENCIL_TEST");
853         glStencilFunc(func, ref, mask);
854         checkGLcall("glStencilFunc(...)");
855         glStencilOp(stencilFail, depthFail, stencilPass);
856         checkGLcall("glStencilOp(...)");
857     } else {
858         glDisable(GL_STENCIL_TEST);
859         checkGLcall("glDisable GL_STENCIL_TEST");
860     }
861 }
862
863 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
864     DWORD mask;
865
866     if(stateblock->wineD3DDevice->stencilBufferTarget) {
867         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
868     } else {
869         mask = 0;
870     }
871
872     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
873         GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
874         checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
875         glStencilMask(mask);
876         checkGLcall("glStencilMask");
877         GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
878         checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
879         glStencilMask(mask);
880     } else {
881         glStencilMask(mask);
882     }
883     checkGLcall("glStencilMask");
884 }
885
886 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
887     /* TODO: Put this into the vertex type block once that is in the state table */
888     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
889     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
890                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
891     float fogstart, fogend;
892
893     union {
894         DWORD d;
895         float f;
896     } tmpvalue;
897
898     if (!fogenable) {
899         /* No fog? Disable it, and we're done :-) */
900         glDisable(GL_FOG);
901         checkGLcall("glDisable GL_FOG");
902         if( use_ps(stateblock->wineD3DDevice)
903                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
904             /* disable fog in the pixel shader
905              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
906              * -1/(e-s) and e/(e-s) respectively.
907              */
908             glFogf(GL_FOG_START, 0.0f);
909             checkGLcall("glFogf(GL_FOG_START, fogstart)");
910             glFogf(GL_FOG_END, 1.0f);
911             checkGLcall("glFogf(GL_FOG_END, fogend)");
912         }
913         return;
914     }
915
916     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
917     fogstart = tmpvalue.f;
918     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
919     fogend = tmpvalue.f;
920
921     /* Fog Rules:
922      *
923      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
924      * It can use the Z value of the vertex, or the alpha component of the specular color.
925      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
926      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
927      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
928      *
929      * FOGTABLEMODE != NONE:
930      *  The Z value is used, with the equation specified, no matter what vertex type.
931      *
932      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
933      *  Per vertex fog is calculated using the specified fog equation and the parameters
934      *
935      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
936      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
937      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
938      *
939      *
940      * Rules for vertex fog with shaders:
941      *
942      * When mixing fixed function functionality with the programmable pipeline, D3D expects
943      * the fog computation to happen during transformation while openGL expects it to happen
944      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
945      * the pixel shader while openGL always expects the pixel shader to handle the blending.
946      * To solve this problem, WineD3D does:
947      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
948      * shader,
949      * and 2) disables the fog computation (in either the fixed function or programmable
950      * rasterizer) if using a vertex program.
951      *
952      *
953      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
954      * without shaders).
955      */
956
957     if( is_ps3 ) {
958         if( !use_vs(stateblock->wineD3DDevice)
959                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
960             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
961         }
962     }
963
964     if (use_vs(stateblock->wineD3DDevice)
965             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
966         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
967             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
968             /* Disable fog */
969             fogenable = FALSE;
970         } else {
971             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
972             glFogi(GL_FOG_MODE, GL_LINEAR);
973             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
974             fogstart = 1.0;
975             fogend = 0.0;
976         }
977
978         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
979             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
980             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
981             context->fog_coord = FALSE;
982         }
983         context->last_was_foggy_shader = TRUE;
984     }
985     else if( use_ps(stateblock->wineD3DDevice) ) {
986         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
987          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
988          */
989         WINED3DFOGMODE mode;
990         context->last_was_foggy_shader = FALSE;
991
992         /* If both fogmodes are set use the table fog mode */
993         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
994             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
995         else
996             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
997
998         switch (mode) {
999             case WINED3DFOG_EXP:
1000             case WINED3DFOG_EXP2:
1001                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1002                 /* Disable fog */
1003                 fogenable = FALSE;
1004                 break;
1005
1006             case WINED3DFOG_LINEAR:
1007                 fogstart = -1.0f/(fogend-fogstart);
1008                 fogend *= -fogstart;
1009                 break;
1010
1011             case WINED3DFOG_NONE:
1012                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1013                 /* Disable fog */
1014                 fogenable = FALSE;
1015                 break;
1016             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1017         }
1018
1019         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1020             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1021             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1022             context->fog_coord = FALSE;
1023         }
1024     }
1025     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1026      * the system will apply only pixel(=table) fog effects."
1027      */
1028     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1029         glHint(GL_FOG_HINT, GL_FASTEST);
1030         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1031         context->last_was_foggy_shader = FALSE;
1032
1033         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1034             /* If processed vertices are used, fall through to the NONE case */
1035             case WINED3DFOG_EXP:  {
1036                 if(!context->last_was_rhw) {
1037                     glFogi(GL_FOG_MODE, GL_EXP);
1038                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1039                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1040                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1041                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1042                         context->fog_coord = FALSE;
1043                     }
1044                     break;
1045                 }
1046             }
1047             case WINED3DFOG_EXP2: {
1048                 if(!context->last_was_rhw) {
1049                     glFogi(GL_FOG_MODE, GL_EXP2);
1050                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1051                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1052                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1053                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1054                         context->fog_coord = FALSE;
1055                     }
1056                     break;
1057                 }
1058             }
1059             case WINED3DFOG_LINEAR: {
1060                 if(!context->last_was_rhw) {
1061                     glFogi(GL_FOG_MODE, GL_LINEAR);
1062                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1063                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1064                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1065                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1066                         context->fog_coord = FALSE;
1067                     }
1068                     break;
1069                 }
1070             }
1071             case WINED3DFOG_NONE: {
1072                 /* Both are none? According to msdn the alpha channel of the specular
1073                  * color contains a fog factor. Set it in drawStridedSlow.
1074                  * Same happens with Vertexfog on transformed vertices
1075                  */
1076                 if(GL_SUPPORT(EXT_FOG_COORD)) {
1077                     if(context->fog_coord == FALSE) {
1078                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1079                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1080                         context->fog_coord = TRUE;
1081                     }
1082                     glFogi(GL_FOG_MODE, GL_LINEAR);
1083                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1084                     fogstart = 0xff;
1085                     fogend = 0x0;
1086                 } else {
1087                     /* Disable GL fog, handle this in software in drawStridedSlow */
1088                     fogenable = FALSE;
1089                 }
1090                 break;
1091             }
1092             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1093         }
1094     } else {
1095         glHint(GL_FOG_HINT, GL_NICEST);
1096         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1097         context->last_was_foggy_shader = FALSE;
1098
1099         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1100             case WINED3DFOG_EXP:
1101                 glFogi(GL_FOG_MODE, GL_EXP);
1102                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1103                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1104                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1105                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1106                     context->fog_coord = FALSE;
1107                 }
1108                 break;
1109
1110             case WINED3DFOG_EXP2:
1111                 glFogi(GL_FOG_MODE, GL_EXP2);
1112                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1113                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1114                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1115                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1116                     context->fog_coord = FALSE;
1117                 }
1118                 break;
1119
1120             case WINED3DFOG_LINEAR:
1121                 glFogi(GL_FOG_MODE, GL_LINEAR);
1122                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1123                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1124                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1125                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1126                     context->fog_coord = FALSE;
1127                 }
1128                 break;
1129
1130             case WINED3DFOG_NONE:   /* Won't happen */
1131             default:
1132                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1133         }
1134     }
1135
1136     if(fogenable) {
1137         glEnable(GL_FOG);
1138         checkGLcall("glEnable GL_FOG");
1139
1140         if(fogstart != fogend)
1141         {
1142             glFogfv(GL_FOG_START, &fogstart);
1143             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1144             TRACE("Fog Start == %f\n", fogstart);
1145
1146             glFogfv(GL_FOG_END, &fogend);
1147             checkGLcall("glFogf(GL_FOG_END, fogend)");
1148             TRACE("Fog End == %f\n", fogend);
1149         }
1150         else
1151         {
1152             glFogf(GL_FOG_START, -1.0 / 0.0);
1153             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1154             TRACE("Fog Start == %f\n", fogstart);
1155
1156             glFogf(GL_FOG_END, 0.0);
1157             checkGLcall("glFogf(GL_FOG_END, fogend)");
1158             TRACE("Fog End == %f\n", fogend);
1159         }
1160     } else {
1161         glDisable(GL_FOG);
1162         checkGLcall("glDisable GL_FOG");
1163         if( use_ps(stateblock->wineD3DDevice) ) {
1164             /* disable fog in the pixel shader
1165              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1166              * -1/(e-s) and e/(e-s) respectively.
1167              */
1168             glFogf(GL_FOG_START, 0.0f);
1169             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1170             glFogf(GL_FOG_END, 1.0f);
1171             checkGLcall("glFogf(GL_FOG_END, fogend)");
1172         }
1173     }
1174 }
1175
1176 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1177     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1178         if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1179             glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1180             checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1181         } else {
1182             WARN("Range fog enabled, but not supported by this opengl implementation\n");
1183         }
1184     } else {
1185         if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1186             glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1187             checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1188         }
1189     }
1190 }
1191
1192 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1193     float col[4];
1194     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1195     glFogfv(GL_FOG_COLOR, &col[0]);
1196     checkGLcall("glFog GL_FOG_COLOR");
1197 }
1198
1199 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1200     union {
1201         DWORD d;
1202         float f;
1203     } tmpvalue;
1204     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1205     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1206     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1207 }
1208
1209 /* TODO: Merge with primitive type + init_materials()!! */
1210 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1211     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1212     GLenum Parm = 0;
1213     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1214     BOOL isDiffuseSupplied;
1215
1216     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1217      * The vertex declaration will call this function if the fixed function pipeline is used.
1218      */
1219
1220     if(isStateDirty(context, STATE_VDECL)) {
1221         return;
1222     }
1223
1224     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1225
1226     context->num_untracked_materials = 0;
1227     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1228         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1229               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1230               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1231               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1232               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1233
1234         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1235             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236                 Parm = GL_AMBIENT_AND_DIFFUSE;
1237             } else {
1238                 Parm = GL_DIFFUSE;
1239             }
1240             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1241                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1242                 context->num_untracked_materials++;
1243             }
1244             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1245                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1246                 context->num_untracked_materials++;
1247             }
1248         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249             Parm = GL_AMBIENT;
1250             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1251                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1252                 context->num_untracked_materials++;
1253             }
1254             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1256                 context->num_untracked_materials++;
1257             }
1258         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259             Parm = GL_EMISSION;
1260             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1261                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1262                 context->num_untracked_materials++;
1263             }
1264         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265             Parm = GL_SPECULAR;
1266         }
1267     }
1268
1269     /* Nothing changed, return. */
1270     if (Parm == context->tracking_parm) return;
1271
1272     if(!Parm) {
1273         glDisable(GL_COLOR_MATERIAL);
1274         checkGLcall("glDisable GL_COLOR_MATERIAL");
1275     } else {
1276         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1277         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1278         glEnable(GL_COLOR_MATERIAL);
1279         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1280     }
1281
1282     /* Apparently calls to glMaterialfv are ignored for properties we're
1283      * tracking with glColorMaterial, so apply those here. */
1284     switch (context->tracking_parm) {
1285         case GL_AMBIENT_AND_DIFFUSE:
1286             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1287             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1288             checkGLcall("glMaterialfv");
1289             break;
1290
1291         case GL_DIFFUSE:
1292             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1293             checkGLcall("glMaterialfv");
1294             break;
1295
1296         case GL_AMBIENT:
1297             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1298             checkGLcall("glMaterialfv");
1299             break;
1300
1301         case GL_EMISSION:
1302             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1303             checkGLcall("glMaterialfv");
1304             break;
1305
1306         case GL_SPECULAR:
1307             /* Only change material color if specular is enabled, otherwise it is set to black */
1308             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1309                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1310                 checkGLcall("glMaterialfv");
1311             } else {
1312                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1313                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1314                 checkGLcall("glMaterialfv");
1315             }
1316             break;
1317     }
1318
1319     context->tracking_parm = Parm;
1320 }
1321
1322 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1323     union {
1324         DWORD                 d;
1325         WINED3DLINEPATTERN    lp;
1326     } tmppattern;
1327     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1328
1329     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1330
1331     if (tmppattern.lp.wRepeatFactor) {
1332         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1333         checkGLcall("glLineStipple(repeat, linepattern)");
1334         glEnable(GL_LINE_STIPPLE);
1335         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1336     } else {
1337         glDisable(GL_LINE_STIPPLE);
1338         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1339     }
1340 }
1341
1342 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1343     union {
1344         DWORD d;
1345         float f;
1346     } tmpvalue;
1347
1348     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1349         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1350         TRACE("ZBias value %f\n", tmpvalue.f);
1351         glPolygonOffset(0, -tmpvalue.f);
1352         checkGLcall("glPolygonOffset(0, -Value)");
1353         glEnable(GL_POLYGON_OFFSET_FILL);
1354         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1355         glEnable(GL_POLYGON_OFFSET_LINE);
1356         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1357         glEnable(GL_POLYGON_OFFSET_POINT);
1358         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1359     } else {
1360         glDisable(GL_POLYGON_OFFSET_FILL);
1361         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1362         glDisable(GL_POLYGON_OFFSET_LINE);
1363         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1364         glDisable(GL_POLYGON_OFFSET_POINT);
1365         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1366     }
1367 }
1368
1369
1370 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1371     if(isStateDirty(context, STATE_VDECL)) {
1372         return;
1373     }
1374     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1375      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1376      * by zero and is not properly defined in opengl, so avoid it
1377      */
1378     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1379         stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1380         stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1381         glEnable(GL_NORMALIZE);
1382         checkGLcall("glEnable(GL_NORMALIZE);");
1383     } else {
1384         glDisable(GL_NORMALIZE);
1385         checkGLcall("glDisable(GL_NORMALIZE);");
1386     }
1387 }
1388
1389 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1390     union {
1391         DWORD d;
1392         float f;
1393     } tmpvalue;
1394
1395     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1396     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1397         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1398         checkGLcall("glPointParameterfARB(...)");
1399     }
1400     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1401         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1402         checkGLcall("glPointParameterfEXT(...)");
1403     } else if(tmpvalue.f != 1.0) {
1404         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1405     }
1406 }
1407
1408 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1409     union {
1410         DWORD d;
1411         float f;
1412     } tmpvalue;
1413
1414     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1415     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1416         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1417         checkGLcall("glPointParameterfARB(...)");
1418     }
1419     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1420         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1421         checkGLcall("glPointParameterfEXT(...)");
1422     } else if(tmpvalue.f != 64.0) {
1423         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1424     }
1425 }
1426
1427 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1428     /* TODO: Group this with the viewport */
1429     /*
1430      * POINTSCALEENABLE controls how point size value is treated. If set to
1431      * true, the point size is scaled with respect to height of viewport.
1432      * When set to false point size is in pixels.
1433      *
1434      * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1435      */
1436
1437     /* Default values */
1438     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1439     union {
1440         DWORD d;
1441         float f;
1442     } pointSize, A, B, C;
1443
1444     pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1445     A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1446     B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1447     C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1448
1449     if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1450         GLfloat scaleFactor;
1451         float h = stateblock->viewport.Height;
1452
1453         if(pointSize.f < GL_LIMITS(pointsizemin)) {
1454             /*
1455              * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1456              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1457              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1458              * are less than 1.0f. scale_factor =  1.0f / point_size.
1459              */
1460             scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1461             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1462              * is 1.0, but then accepts points below that and draws too small points
1463              */
1464             pointSize.f = GL_LIMITS(pointsizemin);
1465         } else if(pointSize.f > GL_LIMITS(pointsize)) {
1466             /* gl already scales the input to glPointSize,
1467              * d3d scales the result after the point size scale.
1468              * If the point size is bigger than the max size, use the
1469              * scaling to scale it bigger, and set the gl point size to max
1470              */
1471             scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1472             TRACE("scale: %f\n", scaleFactor);
1473             pointSize.f = GL_LIMITS(pointsize);
1474         } else {
1475             scaleFactor = 1.0f;
1476         }
1477         scaleFactor = pow(h * scaleFactor, 2);
1478
1479         att[0] = A.f / scaleFactor;
1480         att[1] = B.f / scaleFactor;
1481         att[2] = C.f / scaleFactor;
1482     }
1483
1484     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1485         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1486         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1487     }
1488     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1489         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1490         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1491     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1492         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1493     }
1494
1495     glPointSize(pointSize.f);
1496     checkGLcall("glPointSize(...);");
1497 }
1498
1499 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1500     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1501
1502     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1503         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1504         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1505         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1506         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1507     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1508                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1509                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1510                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1511     checkGLcall("glColorMask(...)");
1512
1513     /* depends on WINED3DRS_COLORWRITEENABLE. */
1514     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1515        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1516        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1517         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1518             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1519             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1520             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1521     }
1522 }
1523
1524 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1525     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1526         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1527         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1528     } else {
1529         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1530         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1531     }
1532 }
1533
1534 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1535     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1536         TRACE("Last Pixel Drawing Enabled\n");
1537     } else {
1538         static BOOL first = TRUE;
1539         if(first) {
1540             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1541             first = FALSE;
1542         } else {
1543             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1544         }
1545     }
1546 }
1547
1548 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1549     /* TODO: NV_POINT_SPRITE */
1550     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1551         TRACE("Point sprites not supported\n");
1552         return;
1553     }
1554
1555     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1556         glEnable(GL_POINT_SPRITE_ARB);
1557         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1558     } else {
1559         glDisable(GL_POINT_SPRITE_ARB);
1560         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1561     }
1562 }
1563
1564 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1565     /**
1566      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1567      http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1568      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1569      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1570      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1571
1572      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1573      */
1574     TRACE("Stub\n");
1575     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1576        stateblock->renderState[WINED3DRS_WRAP1] ||
1577        stateblock->renderState[WINED3DRS_WRAP2] ||
1578        stateblock->renderState[WINED3DRS_WRAP3] ||
1579        stateblock->renderState[WINED3DRS_WRAP4] ||
1580        stateblock->renderState[WINED3DRS_WRAP5] ||
1581        stateblock->renderState[WINED3DRS_WRAP6] ||
1582        stateblock->renderState[WINED3DRS_WRAP7] ||
1583        stateblock->renderState[WINED3DRS_WRAP8] ||
1584        stateblock->renderState[WINED3DRS_WRAP9] ||
1585        stateblock->renderState[WINED3DRS_WRAP10] ||
1586        stateblock->renderState[WINED3DRS_WRAP11] ||
1587        stateblock->renderState[WINED3DRS_WRAP12] ||
1588        stateblock->renderState[WINED3DRS_WRAP13] ||
1589        stateblock->renderState[WINED3DRS_WRAP14] ||
1590        stateblock->renderState[WINED3DRS_WRAP15] ) {
1591         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1592     }
1593 }
1594
1595 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1596     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1597         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1598             glEnable(GL_MULTISAMPLE_ARB);
1599             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1600         } else {
1601             glDisable(GL_MULTISAMPLE_ARB);
1602             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1603         }
1604     } else {
1605         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1606             WARN("Multisample antialiasing not supported by gl\n");
1607         }
1608     }
1609 }
1610
1611 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1612     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1613         glEnable(GL_SCISSOR_TEST);
1614         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1615     } else {
1616         glDisable(GL_SCISSOR_TEST);
1617         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1618     }
1619 }
1620
1621 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1622     union {
1623         DWORD d;
1624         float f;
1625     } tmpvalue;
1626
1627     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1628        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1629         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1630         glEnable(GL_POLYGON_OFFSET_FILL);
1631         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1632         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1633         checkGLcall("glPolygonOffset(...)");
1634     } else {
1635         glDisable(GL_POLYGON_OFFSET_FILL);
1636         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1637     }
1638 }
1639
1640 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1641     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1642         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1643         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1644     } else {
1645         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1646         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1647     }
1648 }
1649
1650 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1651     TRACE("Stub\n");
1652     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1653         FIXME(" Stippled Alpha not supported yet.\n");
1654 }
1655
1656 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1657     TRACE("Stub\n");
1658     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1659         FIXME(" Antialias not supported yet.\n");
1660 }
1661
1662 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1663     TRACE("Stub\n");
1664     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1665         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1666 }
1667
1668 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1669     TRACE("Stub\n");
1670     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1671         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1672 }
1673
1674 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1675     union {
1676         DWORD d;
1677         float f;
1678     } tmpvalue;
1679     tmpvalue.f = 1.0f;
1680
1681     TRACE("Stub\n");
1682     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1683     {
1684         static BOOL displayed = FALSE;
1685
1686         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1687         if(!displayed)
1688             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1689
1690         displayed = TRUE;
1691     }
1692 }
1693
1694 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1695     TRACE("Stub\n");
1696     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1697         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1698 }
1699
1700 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1701     TRACE("Stub\n");
1702     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1703         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1704 }
1705
1706 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1707     TRACE("Stub\n");
1708     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1709         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1710 }
1711
1712 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1713     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1714         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1715     }
1716 }
1717
1718 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1719     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1720         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1721     }
1722 }
1723
1724 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1725     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1726         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1727     }
1728 }
1729
1730 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1731     if(stateblock->renderState[WINED3DRS_ROP2]) {
1732         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1733     }
1734 }
1735
1736 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1737     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1738         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1739     }
1740 }
1741
1742 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1743     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1744         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1745     }
1746 }
1747
1748 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1749     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1750         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1751     }
1752 }
1753
1754 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1755     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1756         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1757     }
1758 }
1759
1760 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1761     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1762         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1763     }
1764 }
1765
1766 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1767     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1768         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1769     }
1770 }
1771
1772 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1773     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1774         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1775     }
1776 }
1777
1778 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1779     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1780         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1781     }
1782 }
1783
1784 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1785     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1786         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1787     }
1788 }
1789
1790 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1792         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1793     }
1794 }
1795
1796 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1797     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1798         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1799     }
1800 }
1801
1802 /* Activates the texture dimension according to the bound D3D texture.
1803  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1804  * Requires the caller to activate the correct unit before
1805  */
1806 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1807     BOOL bumpmap = FALSE;
1808
1809     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1810                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1811         bumpmap = TRUE;
1812         context->texShaderBumpMap |= (1 << stage);
1813     } else {
1814         context->texShaderBumpMap &= ~(1 << stage);
1815     }
1816
1817     if(stateblock->textures[stage]) {
1818         switch(stateblock->textureDimensions[stage]) {
1819             case GL_TEXTURE_2D:
1820                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1821                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1822                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1823                 } else {
1824                     glDisable(GL_TEXTURE_3D);
1825                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1826                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1827                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1828                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1829                     }
1830                     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1831                         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1832                         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1833                     }
1834                     glEnable(GL_TEXTURE_2D);
1835                     checkGLcall("glEnable(GL_TEXTURE_2D)");
1836                 }
1837                 break;
1838             case GL_TEXTURE_RECTANGLE_ARB:
1839                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1840                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
1841                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1842                 } else {
1843                     glDisable(GL_TEXTURE_2D);
1844                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1845                     glDisable(GL_TEXTURE_3D);
1846                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1847                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1848                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1849                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1850                     }
1851                     glEnable(GL_TEXTURE_RECTANGLE_ARB);
1852                     checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1853                 }
1854                 break;
1855             case GL_TEXTURE_3D:
1856                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1857                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1858                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
1859                 } else {
1860                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1861                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1862                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1863                     }
1864                     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1865                         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1866                         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1867                     }
1868                     glDisable(GL_TEXTURE_2D);
1869                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1870                     glEnable(GL_TEXTURE_3D);
1871                     checkGLcall("glEnable(GL_TEXTURE_3D)");
1872                 }
1873                 break;
1874             case GL_TEXTURE_CUBE_MAP_ARB:
1875                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1876                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1877                     checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
1878                 } else {
1879                     glDisable(GL_TEXTURE_2D);
1880                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1881                     glDisable(GL_TEXTURE_3D);
1882                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1883                     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1884                         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1885                         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1886                     }
1887                     glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1888                     checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1889                 }
1890               break;
1891         }
1892     } else {
1893         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1894             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1895             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
1896         } else {
1897             glEnable(GL_TEXTURE_2D);
1898             checkGLcall("glEnable(GL_TEXTURE_2D)");
1899             glDisable(GL_TEXTURE_3D);
1900             checkGLcall("glDisable(GL_TEXTURE_3D)");
1901             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1902                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1903                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1904             }
1905             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1906                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1907                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1908             }
1909             /* Binding textures is done by samplers. A dummy texture will be bound */
1910         }
1911     }
1912 }
1913
1914 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1915     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1916     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1917     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1918
1919     TRACE("Setting color op for stage %d\n", stage);
1920
1921     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1922         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1923         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1924         return;
1925     }
1926
1927     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1928
1929     if (mapped_stage != -1) {
1930         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1931             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1932                 FIXME("Attempt to enable unsupported stage!\n");
1933                 return;
1934             }
1935             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1936             checkGLcall("glActiveTextureARB");
1937         } else if (stage > 0) {
1938             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1939             return;
1940         }
1941     }
1942
1943     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1944         if(stateblock->lowest_disabled_stage > 0) {
1945             glEnable(GL_REGISTER_COMBINERS_NV);
1946             GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1947         } else {
1948             glDisable(GL_REGISTER_COMBINERS_NV);
1949         }
1950     }
1951     if(stage >= stateblock->lowest_disabled_stage) {
1952         TRACE("Stage disabled\n");
1953         if (mapped_stage != -1) {
1954             /* Disable everything here */
1955             glDisable(GL_TEXTURE_2D);
1956             checkGLcall("glDisable(GL_TEXTURE_2D)");
1957             glDisable(GL_TEXTURE_3D);
1958             checkGLcall("glDisable(GL_TEXTURE_3D)");
1959             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1960                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1961                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1962             }
1963             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1964                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1965                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1966             }
1967             if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1968                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1969             }
1970         }
1971         /* All done */
1972         return;
1973     }
1974
1975     /* The sampler will also activate the correct texture dimensions, so no need to do it here
1976      * if the sampler for this stage is dirty
1977      */
1978     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1979         if (tex_used) activate_dimensions(stage, stateblock, context);
1980     }
1981
1982     /* Set the texture combiners */
1983     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1984         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1985                          stateblock->textureState[stage][WINED3DTSS_COLOROP],
1986                          stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1987                          stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1988                          stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1989                          mapped_stage);
1990
1991         /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1992          * thus the texture shader may have to be updated
1993          */
1994         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1995             BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1996                              stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1997             BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1998             if(usesBump != usedBump) {
1999                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
2000                 checkGLcall("glActiveTextureARB");
2001                 activate_dimensions(stage + 1, stateblock, context);
2002                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2003                 checkGLcall("glActiveTextureARB");
2004             }
2005         }
2006     } else {
2007         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2008                     stateblock->textureState[stage][WINED3DTSS_COLOROP],
2009                     stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2010                     stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2011                     stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2012     }
2013 }
2014
2015 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2016     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2017     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2018     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2019     DWORD op, arg1, arg2, arg0;
2020
2021     TRACE("Setting alpha op for stage %d\n", stage);
2022     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2023     if (mapped_stage != -1) {
2024         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2025             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2026                 FIXME("Attempt to enable unsupported stage!\n");
2027                 return;
2028             }
2029             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2030             checkGLcall("glActiveTextureARB");
2031         } else if (stage > 0) {
2032             /* We can't do anything here */
2033             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2034             return;
2035         }
2036     }
2037
2038     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2039     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2040     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2041     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2042
2043     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
2044        stateblock->textures[0] &&
2045        (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
2046         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2047
2048         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
2049            getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
2050
2051             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
2052              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
2053              * cannot remove the texture's alpha channel entirely.
2054              *
2055              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
2056              * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
2057              * draw things like translucent text and perform other blending effects.
2058              *
2059              * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
2060              * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
2061              * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
2062              * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
2063              * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
2064              * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
2065              * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
2066              * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
2067
2068              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
2069              */
2070             if(op == WINED3DTOP_DISABLE) {
2071                 arg1 = WINED3DTA_TEXTURE;
2072                 op = WINED3DTOP_SELECTARG1;
2073             }
2074             else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
2075                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2076                     arg2 = WINED3DTA_TEXTURE;
2077                     op = WINED3DTOP_MODULATE;
2078                 }
2079                 else arg1 = WINED3DTA_TEXTURE;
2080             }
2081             else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
2082                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2083                     arg1 = WINED3DTA_TEXTURE;
2084                     op = WINED3DTOP_MODULATE;
2085                 }
2086                 else arg2 = WINED3DTA_TEXTURE;
2087             }
2088         }
2089     }
2090
2091     TRACE("Setting alpha op for stage %d\n", stage);
2092     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2093         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2094                          op, arg1, arg2, arg0,
2095                          mapped_stage);
2096     } else {
2097         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2098                     op, arg1, arg2, arg0);
2099     }
2100 }
2101
2102 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2103     DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
2104     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2105     BOOL generated;
2106
2107     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2108     if(use_vs(stateblock->wineD3DDevice) ||
2109        isStateDirty(context, STATE_VDECL)) {
2110         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
2111         return;
2112     }
2113
2114     if (mapped_stage == -1) return;
2115
2116     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2117         if(mapped_stage >= GL_LIMITS(textures)) {
2118             return;
2119         }
2120         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2121         checkGLcall("glActiveTextureARB");
2122     } else if (mapped_stage > 0) {
2123         /* We can't do anything here */
2124         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2125         return;
2126     }
2127     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2128
2129     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
2130                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
2131                         generated,
2132                         context->last_was_rhw,
2133                         stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
2134                             stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
2135                             WINED3DDECLTYPE_UNUSED);
2136
2137     /* The sampler applying function calls us if this changes */
2138     if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
2139         if(generated) {
2140             FIXME("Non-power2 texture being used with generated texture coords\n");
2141         }
2142         TRACE("Non power two matrix multiply fixup\n");
2143         glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
2144     }
2145 }
2146
2147 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
2148     int texture_idx;
2149
2150     for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2151         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2152         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2153     }
2154 }
2155
2156 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
2157     UINT *offset = stateblock->streamOffset;
2158     unsigned int mapped_stage = 0;
2159     unsigned int textureNo = 0;
2160
2161     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2162     /* Abort if we don't support the extension. */
2163     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2164         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2165         return;
2166     }
2167
2168     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2169         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2170
2171         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2172         if (mapped_stage == -1) continue;
2173
2174         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
2175             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2176                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2177
2178             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2179                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2180                 checkGLcall("glBindBufferARB");
2181                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
2182             }
2183
2184             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2185             checkGLcall("glClientActiveTextureARB");
2186
2187             /* The coords to supply depend completely on the fvf / vertex shader */
2188             glTexCoordPointer(
2189                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2190                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2191                     sd->u.s.texCoords[coordIdx].dwStride,
2192                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2193             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2194         } else {
2195             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2196         }
2197     }
2198     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2199         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2200         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2201             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2202         }
2203     }
2204 }
2205
2206 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2207     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2208     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2209
2210     if (mapped_stage == -1) {
2211         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2212         return;
2213     }
2214
2215     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2216         if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2217             return;
2218         }
2219         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2220         checkGLcall("glActiveTextureARB");
2221     } else if (stage > 0) {
2222         /* We can't do anything here */
2223         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2224         return;
2225     }
2226
2227     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2228      *
2229      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2230      * one flag, you can still specify an index value, which the system uses to
2231      * determine the texture wrapping mode.
2232      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2233      * means use the vertex position (camera-space) as the input texture coordinates
2234      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2235      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2236      * to the TEXCOORDINDEX value
2237      */
2238
2239     /*
2240      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2241      */
2242     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2243     case WINED3DTSS_TCI_PASSTHRU:
2244         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2245         glDisable(GL_TEXTURE_GEN_S);
2246         glDisable(GL_TEXTURE_GEN_T);
2247         glDisable(GL_TEXTURE_GEN_R);
2248         glDisable(GL_TEXTURE_GEN_Q);
2249         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2250         break;
2251
2252     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2253         /* CameraSpacePosition means use the vertex position, transformed to camera space,
2254          * as the input texture coordinates for this stage's texture transformation. This
2255          * equates roughly to EYE_LINEAR
2256          */
2257         {
2258             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2259             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2260             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2261             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2262             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2263
2264             glMatrixMode(GL_MODELVIEW);
2265             glPushMatrix();
2266             glLoadIdentity();
2267             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2268             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2269             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2270             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2271             glPopMatrix();
2272
2273             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2274             glEnable(GL_TEXTURE_GEN_S);
2275             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2276             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2277             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2278             glEnable(GL_TEXTURE_GEN_T);
2279             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2280             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2281             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2282             glEnable(GL_TEXTURE_GEN_R);
2283             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2284             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2285             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2286         }
2287         break;
2288
2289     case WINED3DTSS_TCI_CAMERASPACENORMAL:
2290         {
2291             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2292                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2293                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2294                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2295                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2296                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2297
2298                 glMatrixMode(GL_MODELVIEW);
2299                 glPushMatrix();
2300                 glLoadIdentity();
2301                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2302                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2303                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2304                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2305                 glPopMatrix();
2306
2307                 glEnable(GL_TEXTURE_GEN_S);
2308                 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2309                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2310                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2311                 glEnable(GL_TEXTURE_GEN_T);
2312                 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2313                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2314                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2315                 glEnable(GL_TEXTURE_GEN_R);
2316                 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2317                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2318                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2319             }
2320         }
2321         break;
2322
2323     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2324         {
2325             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2326             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2327             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2328             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2329             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2330             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2331
2332             glMatrixMode(GL_MODELVIEW);
2333             glPushMatrix();
2334             glLoadIdentity();
2335             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2336             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2337             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2338             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2339             glPopMatrix();
2340
2341             glEnable(GL_TEXTURE_GEN_S);
2342             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2343             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2344             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2345             glEnable(GL_TEXTURE_GEN_T);
2346             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2347             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2348             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2349             glEnable(GL_TEXTURE_GEN_R);
2350             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2351             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2352             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2353             }
2354         }
2355         break;
2356
2357     /* Unhandled types: */
2358     default:
2359         /* Todo: */
2360         /* ? disable GL_TEXTURE_GEN_n ? */
2361         glDisable(GL_TEXTURE_GEN_S);
2362         glDisable(GL_TEXTURE_GEN_T);
2363         glDisable(GL_TEXTURE_GEN_R);
2364         glDisable(GL_TEXTURE_GEN_Q);
2365         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2366         break;
2367     }
2368
2369     /* Update the texture matrix */
2370     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2371         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2372     }
2373
2374     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2375         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2376          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2377          * and do all the things linked to it
2378          * TODO: Tidy that up to reload only the arrays of the changed unit
2379          */
2380         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2381
2382         unloadTexCoords(stateblock);
2383         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2384     }
2385 }
2386
2387 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2388     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2389
2390     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2391      * has an update pending
2392      */
2393     if(isStateDirty(context, STATE_VDECL) ||
2394        isStateDirty(context, STATE_PIXELSHADER)) {
2395        return;
2396     }
2397
2398     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2399 }
2400
2401 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2402     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2403     union {
2404         DWORD d;
2405         float f;
2406     } tmpvalue;
2407
2408     if(stateblock->pixelShader && stage != 0 &&
2409        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2410         /* The pixel shader has to know the luminance scale. Do a constants update if it
2411          * isn't scheduled anyway
2412          */
2413         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2414            !isStateDirty(context, STATE_PIXELSHADER)) {
2415             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2416         }
2417     }
2418
2419     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2420     if(tmpvalue.f != 0.0) {
2421         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2422     }
2423 }
2424
2425 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2426     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2427     union {
2428         DWORD d;
2429         float f;
2430     } tmpvalue;
2431
2432     if(stateblock->pixelShader && stage != 0 &&
2433        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2434         /* The pixel shader has to know the luminance offset. Do a constants update if it
2435          * isn't scheduled anyway
2436          */
2437         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2438            !isStateDirty(context, STATE_PIXELSHADER)) {
2439             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2440         }
2441     }
2442
2443     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2444     if(tmpvalue.f != 0.0) {
2445         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2446     }
2447 }
2448
2449 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2450     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2451
2452     if(stage >= GL_LIMITS(texture_stages)) {
2453         return;
2454     }
2455
2456     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2457         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2458     }
2459 }
2460
2461 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2462     DWORD sampler = state - STATE_SAMPLER(0);
2463     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2464     union {
2465         float f;
2466         DWORD d;
2467     } tmpvalue;
2468
2469     TRACE("Sampler: %d\n", sampler);
2470     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2471      * only has to bind textures and set the per texture states
2472      */
2473
2474     if (mapped_stage == -1) {
2475         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2476         return;
2477     }
2478
2479     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2480         if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2481             return;
2482         }
2483         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2484         checkGLcall("glActiveTextureARB");
2485     } else if (sampler > 0) {
2486         /* We can't do anything here */
2487         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2488         return;
2489     }
2490
2491     if(stateblock->textures[sampler]) {
2492         BOOL texIsPow2 = FALSE;
2493
2494         /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2495          * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2496          * scaling is reapplied or removed, the texture matrix has to be reapplied
2497          */
2498         if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2499             if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
2500                stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2501                 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2502                    ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2503                     texIsPow2 = TRUE;
2504                 }
2505             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2506                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2507                     texIsPow2 = TRUE;
2508                 }
2509             }
2510
2511             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2512                 context->lastWasPow2Texture[sampler] = texIsPow2;
2513                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2514             }
2515         }
2516
2517         IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
2518         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2519
2520         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2521             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2522             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2523                       GL_TEXTURE_LOD_BIAS_EXT,
2524                       tmpvalue.f);
2525             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2526         }
2527
2528         if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2529             ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2530             /* Using a pixel shader? Verify the sampler types */
2531
2532             /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2533              * dimensions because the shader knows from which texture type to sample from. For the sake of
2534              * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2535              * dimensions. This should make wrong sampling sources visible :-)
2536              */
2537             glEnable(stateblock->textureDimensions[sampler]);
2538             checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2539         } else if(sampler < stateblock->lowest_disabled_stage) {
2540             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2541                 activate_dimensions(sampler, stateblock, context);
2542             }
2543
2544             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2545                 /* If color keying is enabled update the alpha test, it depends on the existence
2546                  * of a color key in stage 0
2547                  */
2548                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2549             }
2550         }
2551     } else if(mapped_stage < GL_LIMITS(textures)) {
2552         if(sampler < stateblock->lowest_disabled_stage) {
2553             /* TODO: What should I do with pixel shaders here ??? */
2554             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2555                 activate_dimensions(sampler, stateblock, context);
2556             }
2557
2558             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2559                 /* If color keying is enabled update the alpha test, it depends on the existence
2560                 * of a color key in stage 0
2561                 */
2562                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2563             }
2564         } /* Otherwise tex_colorop disables the stage */
2565         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2566         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2567     }
2568 }
2569
2570 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2571     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2572     BOOL use_pshader = use_ps(device);
2573     BOOL use_vshader = use_vs(device);
2574     BOOL update_fog = FALSE;
2575     int i;
2576
2577     if (use_pshader) {
2578         if(!context->last_was_pshader) {
2579             /* Former draw without a pixel shader, some samplers
2580              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2581              * make sure to enable them
2582              */
2583             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2584                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2585                     sampler(STATE_SAMPLER(i), stateblock, context);
2586                 }
2587             }
2588             update_fog = TRUE;
2589         } else {
2590            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2591             * if a different texture was bound. I don't have to do anything.
2592             */
2593         }
2594
2595         /* Compile and bind the shader */
2596         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2597     } else {
2598         /* Disabled the pixel shader - color ops weren't applied
2599          * while it was enabled, so re-apply them.
2600          */
2601         for(i=0; i < MAX_TEXTURES; i++) {
2602             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2603                 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2604             }
2605         }
2606         if(context->last_was_pshader)
2607             update_fog = TRUE;
2608     }
2609
2610     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2611         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2612
2613         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2614             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2615         }
2616     }
2617
2618     if(update_fog)
2619         state_fog(state, stateblock, context);
2620
2621     context->last_was_pshader = use_pshader;
2622 }
2623
2624 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2625     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2626     float mat[2][2];
2627
2628     if(stateblock->pixelShader && stage != 0 &&
2629        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2630         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2631          * anyway
2632          */
2633         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2634            !isStateDirty(context, STATE_PIXELSHADER)) {
2635             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2636         }
2637     }
2638
2639     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2640         if(stage >= GL_LIMITS(texture_stages)) {
2641             WARN("Bump env matrix of unsupported stage set\n");
2642         } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2643             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2644             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2645         }
2646         mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2647         mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2648         mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2649         mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2650         GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
2651         checkGLcall("glTexBumpParameterfvATI");
2652     } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2653         /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2654          * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2655          * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2656          * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2657          * for stage + 1. Keep the nvrc tex unit mapping in mind too
2658          */
2659         DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2660
2661         if(mapped_stage < GL_LIMITS(textures)) {
2662             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2663             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2664
2665             /* We can't just pass a pointer to the stateblock to GL due to the different matrix
2666              * format(column major vs row major)
2667              */
2668             mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2669             mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2670             mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2671             mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2672             glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
2673             checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2674         }
2675     }
2676 }
2677
2678 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2679     /* This function is called by transform_view below if the view matrix was changed too
2680      *
2681      * Deliberately no check if the vertex declaration is dirty because the vdecl state
2682      * does not always update the world matrix, only on a switch between transformed
2683      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2684      * draw, but that should be rather rare and cheaper in total.
2685      */
2686     glMatrixMode(GL_MODELVIEW);
2687     checkGLcall("glMatrixMode");
2688
2689     if(context->last_was_rhw) {
2690         glLoadIdentity();
2691         checkGLcall("glLoadIdentity()");
2692     } else {
2693         /* In the general case, the view matrix is the identity matrix */
2694         if (stateblock->wineD3DDevice->view_ident) {
2695             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2696             checkGLcall("glLoadMatrixf");
2697         } else {
2698             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2699             checkGLcall("glLoadMatrixf");
2700             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2701             checkGLcall("glMultMatrixf");
2702         }
2703     }
2704 }
2705
2706 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2707     UINT index = state - STATE_CLIPPLANE(0);
2708
2709     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2710         return;
2711     }
2712
2713     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2714     glMatrixMode(GL_MODELVIEW);
2715     glPushMatrix();
2716     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2717
2718     TRACE("Clipplane [%f,%f,%f,%f]\n",
2719           stateblock->clipplane[index][0],
2720           stateblock->clipplane[index][1],
2721           stateblock->clipplane[index][2],
2722           stateblock->clipplane[index][3]);
2723     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2724     checkGLcall("glClipPlane");
2725
2726     glPopMatrix();
2727 }
2728
2729 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2730     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2731     GLenum glMat;
2732     TRACE("Setting world matrix %d\n", matrix);
2733
2734     if(matrix >= GL_LIMITS(blends)) {
2735         WARN("Unsupported blend matrix set\n");
2736         return;
2737     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2738         return;
2739     }
2740
2741     /* GL_MODELVIEW0_ARB:  0x1700
2742      * GL_MODELVIEW1_ARB:  0x0x850a
2743      * GL_MODELVIEW2_ARB:  0x8722
2744      * GL_MODELVIEW3_ARB:  0x8723
2745      * etc
2746      * GL_MODELVIEW31_ARB: 0x873F
2747      */
2748     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2749     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2750
2751     glMatrixMode(glMat);
2752     checkGLcall("glMatrixMode(glMat)");
2753
2754     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2755      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2756      */
2757     if(stateblock->wineD3DDevice->view_ident) {
2758         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2759         checkGLcall("glLoadMatrixf")
2760     } else {
2761         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2762         checkGLcall("glLoadMatrixf")
2763         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2764         checkGLcall("glMultMatrixf")
2765     }
2766 }
2767
2768 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2769     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2770
2771     switch(val) {
2772         case WINED3DVBF_1WEIGHTS:
2773         case WINED3DVBF_2WEIGHTS:
2774         case WINED3DVBF_3WEIGHTS:
2775             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2776                 glEnable(GL_VERTEX_BLEND_ARB);
2777                 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2778
2779                 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2780                  * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2781                  */
2782                 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2783
2784                 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2785                     int i;
2786                     for(i = 1; i < GL_LIMITS(blends); i++) {
2787                         if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2788                             transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2789                         }
2790                     }
2791                     stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2792                 }
2793             } else {
2794                 static BOOL once = FALSE;
2795                 if(!once) {
2796                     once = TRUE;
2797                     /* TODO: Implement vertex blending in drawStridedSlow */
2798                     FIXME("Vertex blending enabled, but not supported by hardware\n");
2799                 }
2800             }
2801             break;
2802
2803         case WINED3DVBF_DISABLE:
2804         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2805             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2806                 glDisable(GL_VERTEX_BLEND_ARB);
2807                 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2808             } else {
2809                 TRACE("Vertex blending disabled\n");
2810             }
2811             break;
2812
2813         case WINED3DVBF_TWEENING:
2814             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2815              * vertex weights in the vertices?
2816              * For now we don't report that as supported, so a warn should suffice
2817              */
2818             WARN("Tweening not supported yet\n");
2819             break;
2820     }
2821 }
2822
2823 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2824     unsigned int k;
2825
2826     /* If we are changing the View matrix, reset the light and clipping planes to the new view
2827      * NOTE: We have to reset the positions even if the light/plane is not currently
2828      *       enabled, since the call to enable it will not reset the position.
2829      * NOTE2: Apparently texture transforms do NOT need reapplying
2830      */
2831
2832     PLIGHTINFOEL *light = NULL;
2833
2834     glMatrixMode(GL_MODELVIEW);
2835     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2836     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2837     checkGLcall("glLoadMatrixf(...)");
2838
2839     /* Reset lights. TODO: Call light apply func */
2840     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2841         light = stateblock->activeLights[k];
2842         if(!light) continue;
2843         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2844         checkGLcall("glLightfv posn");
2845         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2846         checkGLcall("glLightfv dirn");
2847     }
2848
2849     /* Reset Clipping Planes  */
2850     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2851         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2852             clipplane(STATE_CLIPPLANE(k), stateblock, context);
2853         }
2854     }
2855
2856     if(context->last_was_rhw) {
2857         glLoadIdentity();
2858         checkGLcall("glLoadIdentity()");
2859         /* No need to update the world matrix, the identity is fine */
2860         return;
2861     }
2862
2863     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2864      * No need to do it here if the state is scheduled for update.
2865      */
2866     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2867         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2868     }
2869
2870     /* Avoid looping over a number of matrices if the app never used the functionality */
2871     if(stateblock->wineD3DDevice->vertexBlendUsed) {
2872         for(k = 1; k < GL_LIMITS(blends); k++) {
2873             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2874                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2875             }
2876         }
2877     }
2878 }
2879
2880 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2881     glMatrixMode(GL_PROJECTION);
2882     checkGLcall("glMatrixMode(GL_PROJECTION)");
2883     glLoadIdentity();
2884     checkGLcall("glLoadIdentity");
2885
2886     if(context->last_was_rhw) {
2887         double X, Y, height, width, minZ, maxZ;
2888
2889         X      = stateblock->viewport.X;
2890         Y      = stateblock->viewport.Y;
2891         height = stateblock->viewport.Height;
2892         width  = stateblock->viewport.Width;
2893         minZ   = stateblock->viewport.MinZ;
2894         maxZ   = stateblock->viewport.MaxZ;
2895
2896         if(!stateblock->wineD3DDevice->untransformed) {
2897             /* Transformed vertices are supposed to bypass the whole transform pipeline including
2898              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2899              * suppress depth clipping. This can be done because it is an orthogonal projection and
2900              * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2901              * Persia 3D need this.
2902              *
2903              * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2904              * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2905              * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2906              * to the viewer.
2907              *
2908              * Also note that this breaks z comparison against z values filled in with clear,
2909              * but no app depending on that and disabled clipping has been found yet. Comparing
2910              * primitives against themselves works, so the Z buffer is still intact for normal hidden
2911              * surface removal.
2912              *
2913              * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2914              * but this would break Z buffer operation. Raising the range to something less than
2915              * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2916              * problem either.
2917              */
2918             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2919             if(stateblock->wineD3DDevice->render_offscreen) {
2920                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2921             } else {
2922                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2923             }
2924         } else {
2925             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2926              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2927              * unmodified to opengl.
2928              *
2929              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2930              * replacement shader.
2931              */
2932             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2933             if(stateblock->wineD3DDevice->render_offscreen) {
2934                 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2935             } else {
2936                 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2937             }
2938         }
2939         checkGLcall("glOrtho");
2940
2941         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2942         glTranslatef(0.5, 0.5, 0);
2943         checkGLcall("glTranslatef(0.5, 0.5, 0)");
2944         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2945          * render everything upside down when rendering offscreen. */
2946         if (stateblock->wineD3DDevice->render_offscreen) {
2947             glScalef(1.0, -1.0, 1.0);
2948             checkGLcall("glScalef");
2949         }
2950     } else {
2951         /* The rule is that the window coordinate 0 does not correspond to the
2952             beginning of the first pixel, but the center of the first pixel.
2953             As a consequence if you want to correctly draw one line exactly from
2954             the left to the right end of the viewport (with all matrices set to
2955             be identity), the x coords of both ends of the line would be not
2956             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2957             instead.
2958
2959             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2960             divide by the Width/Height, so we need the half range(1.0) to translate by
2961             half a pixel.
2962
2963             The other fun is that d3d's output z range after the transformation is [0;1],
2964             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2965             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2966             of Z buffer precision and the clear values do not match in the z test. Thus scale
2967             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2968          */
2969         glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2970         checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2971         if (stateblock->wineD3DDevice->render_offscreen) {
2972             /* D3D texture coordinates are flipped compared to OpenGL ones, so
2973              * render everything upside down when rendering offscreen. */
2974             glScalef(1.0, -1.0, 2.0);
2975         } else {
2976             glScalef(1.0, 1.0, 2.0);
2977         }
2978         checkGLcall("glScalef");
2979
2980         glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2981         checkGLcall("glLoadMatrixf");
2982     }
2983 }
2984
2985 /* This should match any arrays loaded in loadVertexData.
2986  * stateblock impl is required for GL_SUPPORT
2987  * TODO: Only load / unload arrays if we have to.
2988  */
2989 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2990     glDisableClientState(GL_VERTEX_ARRAY);
2991     glDisableClientState(GL_NORMAL_ARRAY);
2992     glDisableClientState(GL_COLOR_ARRAY);
2993     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2994         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2995     }
2996     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2997         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2998     } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2999         glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3000     }
3001     unloadTexCoords(stateblock);
3002 }
3003
3004 /* This should match any arrays loaded in loadNumberedArrays
3005  * TODO: Only load / unload arrays if we have to.
3006  */
3007 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3008     /* disable any attribs (this is the same for both GLSL and ARB modes) */
3009     GLint maxAttribs;
3010     int i;
3011
3012     /* Leave all the attribs disabled */
3013     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3014     /* MESA does not support it right not */
3015     if (glGetError() != GL_NO_ERROR)
3016         maxAttribs = 16;
3017     for (i = 0; i < maxAttribs; ++i) {
3018         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3019         checkGLcall("glDisableVertexAttribArrayARB(reg)");
3020     }
3021 }
3022
3023 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3024     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3025     int i;
3026     UINT *offset = stateblock->streamOffset;
3027     IWineD3DVertexBufferImpl *vb;
3028     DWORD_PTR shift_index;
3029
3030     /* Default to no instancing */
3031     stateblock->wineD3DDevice->instancedDraw = FALSE;
3032
3033     for (i = 0; i < MAX_ATTRIBS; i++) {
3034
3035         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3036             continue;
3037
3038         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3039         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3040             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3041             stateblock->wineD3DDevice->instancedDraw = TRUE;
3042             continue;
3043         }
3044
3045         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3046
3047         if(strided->u.input[i].dwStride) {
3048             if(curVBO != strided->u.input[i].VBO) {
3049                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3050                 checkGLcall("glBindBufferARB");
3051                 curVBO = strided->u.input[i].VBO;
3052             }
3053             vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3054             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3055              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3056              * vbo we won't be load converted attributes anyway
3057              */
3058             if(curVBO && vb->conv_shift) {
3059                 TRACE("Loading attribute from shifted buffer\n");
3060                 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3061                 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3062                 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3063                 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3064                 shift_index = shift_index % strided->u.input[i].dwStride;
3065                 GL_EXTCALL(glVertexAttribPointerARB(i,
3066                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3067                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3068                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3069                                 vb->conv_stride,
3070
3071                                 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3072                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3073                                 offset[strided->u.input[i].streamNo]));
3074
3075             } else {
3076                 GL_EXTCALL(glVertexAttribPointerARB(i,
3077                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3078                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3079                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3080                                 strided->u.input[i].dwStride,
3081
3082                                 strided->u.input[i].lpData +
3083                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3084                                 offset[strided->u.input[i].streamNo]) );
3085                 }
3086             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3087         } else {
3088             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3089              * set up the attribute statically. But we have to figure out the system memory address.
3090              */
3091             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3092             if(strided->u.input[i].VBO) {
3093                 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3094                 ptr += (long) vb->resource.allocatedMemory;
3095             }
3096             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3097
3098             switch(strided->u.input[i].dwType) {
3099                 case WINED3DDECLTYPE_FLOAT1:
3100                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
3101                     break;
3102                 case WINED3DDECLTYPE_FLOAT2:
3103                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
3104                     break;
3105                 case WINED3DDECLTYPE_FLOAT3:
3106                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
3107                     break;
3108                 case WINED3DDECLTYPE_FLOAT4:
3109                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
3110                     break;
3111
3112                 case WINED3DDECLTYPE_UBYTE4:
3113                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3114                     break;
3115                 case WINED3DDECLTYPE_UBYTE4N:
3116                 case WINED3DDECLTYPE_D3DCOLOR:
3117                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3118                     break;
3119
3120                 case WINED3DDECLTYPE_SHORT2:
3121                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3122                     break;
3123                 case WINED3DDECLTYPE_SHORT4:
3124                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3125                     break;
3126
3127                 case WINED3DDECLTYPE_SHORT2N:
3128                 {
3129                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
3130                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3131                     break;
3132                 }
3133                 case WINED3DDECLTYPE_USHORT2N:
3134                 {
3135                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
3136                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3137                     break;
3138                 }
3139                 case WINED3DDECLTYPE_SHORT4N:
3140                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
3141                     break;
3142                 case WINED3DDECLTYPE_USHORT4N:
3143                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
3144                     break;
3145
3146                 case WINED3DDECLTYPE_UDEC3:
3147                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3148                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
3149                     break;
3150                 case WINED3DDECLTYPE_DEC3N:
3151                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3152                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
3153                     break;
3154
3155                 case WINED3DDECLTYPE_FLOAT16_2:
3156                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3157                      * byte float according to the IEEE standard
3158                      */
3159                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3160                     break;
3161                 case WINED3DDECLTYPE_FLOAT16_4:
3162                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3163                     break;
3164
3165                 case WINED3DDECLTYPE_UNUSED:
3166                 default:
3167                     ERR("Unexpected declaration in stride 0 attributes\n");
3168                     break;
3169
3170             }
3171         }
3172     }
3173     checkGLcall("Loading numbered arrays");
3174 }
3175
3176 /* Used from 2 different functions, and too big to justify making it inlined */
3177 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3178     UINT *offset = stateblock->streamOffset;
3179     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3180
3181     TRACE("Using fast vertex array code\n");
3182
3183     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
3184     stateblock->wineD3DDevice->instancedDraw = FALSE;
3185
3186     /* Blend Data ---------------------------------------------- */
3187     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
3188         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
3189
3190         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3191             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3192                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3193
3194             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
3195             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3196
3197             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3198
3199             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
3200                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
3201                 sd->u.s.blendWeights.dwStride,
3202                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3203
3204             if(curVBO != sd->u.s.blendWeights.VBO) {
3205                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
3206                 checkGLcall("glBindBufferARB");
3207                 curVBO = sd->u.s.blendWeights.VBO;
3208             }
3209
3210             GL_EXTCALL(glWeightPointerARB)(
3211                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3212                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3213                 sd->u.s.blendWeights.dwStride,
3214                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3215
3216             checkGLcall("glWeightPointerARB");
3217
3218             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
3219                 static BOOL showfixme = TRUE;
3220                 if(showfixme){
3221                     FIXME("blendMatrixIndices support\n");
3222                     showfixme = FALSE;
3223                 }
3224             }
3225         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
3226             /* FIXME("TODO\n");*/
3227 #if 0
3228
3229             GL_EXTCALL(glVertexWeightPointerEXT)(
3230                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3231                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3232                 sd->u.s.blendWeights.dwStride,
3233                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
3234             checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
3235             glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3236             checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
3237 #endif
3238
3239         } else {
3240             /* TODO: support blends in drawStridedSlow
3241              * No need to write a FIXME here, this is done after the general vertex decl decoding
3242              */
3243             WARN("unsupported blending in openGl\n");
3244         }
3245     } else {
3246         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3247             static const GLbyte one = 1;
3248             GL_EXTCALL(glWeightbvARB(1, &one));
3249             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3250         }
3251     }
3252
3253 #if 0 /* FOG  ----------------------------------------------*/
3254     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3255         /* TODO: fog*/
3256     if (GL_SUPPORT(EXT_FOG_COORD) {
3257              glEnableClientState(GL_FOG_COORDINATE_EXT);
3258             (GL_EXTCALL)(FogCoordPointerEXT)(
3259                 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3260                 sd->u.s.fog.dwStride,
3261                 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3262         } else {
3263             /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3264             /* FIXME: fixme once */
3265             TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3266         }
3267     } else {
3268         if (GL_SUPPRT(EXT_FOR_COORD) {
3269              /* make sure fog is disabled */
3270              glDisableClientState(GL_FOG_COORDINATE_EXT);
3271         }
3272     }
3273 #endif
3274
3275 #if 0 /* tangents  ----------------------------------------------*/
3276     if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3277         sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3278         /* TODO: tangents*/
3279         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3280             if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3281                 glEnable(GL_TANGENT_ARRAY_EXT);
3282                 (GL_EXTCALL)(TangentPointerEXT)(
3283                     WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3284                     sd->u.s.tangent.dwStride,
3285                     sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3286             } else {
3287                     glDisable(GL_TANGENT_ARRAY_EXT);
3288             }
3289             if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3290                     glEnable(GL_BINORMAL_ARRAY_EXT);
3291                     (GL_EXTCALL)(BinormalPointerEXT)(
3292                         WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3293                         sd->u.s.binormal.dwStride,
3294                         sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3295             } else{
3296                     glDisable(GL_BINORMAL_ARRAY_EXT);
3297             }
3298
3299         } else {
3300             /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3301             /* FIXME: fixme once */
3302             TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3303         }
3304     } else {
3305         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3306              /* make sure fog is disabled */
3307              glDisable(GL_TANGENT_ARRAY_EXT);
3308              glDisable(GL_BINORMAL_ARRAY_EXT);
3309         }
3310     }
3311 #endif
3312
3313     /* Point Size ----------------------------------------------*/
3314     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3315
3316         /* no such functionality in the fixed function GL pipeline */
3317         TRACE("Cannot change ptSize here in openGl\n");
3318         /* TODO: Implement this function in using shaders if they are available */
3319
3320     }
3321
3322     /* Vertex Pointers -----------------------------------------*/
3323     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3324         /* Note dwType == float3 or float4 == 2 or 3 */
3325         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3326                 sd->u.s.position.dwStride,
3327                 sd->u.s.position.dwType + 1,
3328                 sd->u.s.position.lpData));
3329
3330         if(curVBO != sd->u.s.position.VBO) {
3331             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3332             checkGLcall("glBindBufferARB");
3333             curVBO = sd->u.s.position.VBO;
3334         }
3335
3336         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3337            handling for rhw mode should not impact screen position whereas in GL it does.
3338            This may result in very slightly distorted textures in rhw mode.
3339            There's always the other option of fixing the view matrix to
3340            prevent w from having any effect.
3341
3342            This only applies to user pointer sources, in VBOs the vertices are fixed up
3343          */
3344         if(sd->u.s.position.VBO == 0) {
3345             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3346                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3347                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3348         } else {
3349             glVertexPointer(
3350                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3351                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3352                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3353         }
3354         checkGLcall("glVertexPointer(...)");
3355         glEnableClientState(GL_VERTEX_ARRAY);
3356         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3357     }
3358
3359     /* Normals -------------------------------------------------*/
3360     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3361         /* Note dwType == float3 or float4 == 2 or 3 */
3362         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3363                 sd->u.s.normal.dwStride,
3364                 sd->u.s.normal.lpData));
3365         if(curVBO != sd->u.s.normal.VBO) {
3366             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3367             checkGLcall("glBindBufferARB");
3368             curVBO = sd->u.s.normal.VBO;
3369         }
3370         glNormalPointer(
3371             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3372             sd->u.s.normal.dwStride,
3373             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3374         checkGLcall("glNormalPointer(...)");
3375         glEnableClientState(GL_NORMAL_ARRAY);
3376         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3377
3378     } else {
3379         glNormal3f(0, 0, 0);
3380         checkGLcall("glNormal3f(0, 0, 0)");
3381     }
3382
3383     /* Diffuse Colour --------------------------------------------*/
3384     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
3385     /*     go directly into fast mode from app pgm, because       */
3386     /*     directx requires data in BGRA format.                  */
3387     /* currently fixupVertices swizzles the format, but this isn't*/
3388     /* very practical when using VBOS                             */
3389     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
3390     /* , or the user doesn't care and wants the speed advantage   */
3391
3392     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3393         /* Note dwType == float3 or float4 == 2 or 3 */
3394         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3395                 sd->u.s.diffuse.dwStride,
3396                 sd->u.s.diffuse.lpData));
3397
3398         if(curVBO != sd->u.s.diffuse.VBO) {
3399             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3400             checkGLcall("glBindBufferARB");
3401             curVBO = sd->u.s.diffuse.VBO;
3402         }
3403
3404         glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
3405                        WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
3406                        sd->u.s.diffuse.dwStride,
3407                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3408         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3409         glEnableClientState(GL_COLOR_ARRAY);
3410         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3411
3412     } else {
3413         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3414         checkGLcall("glColor4f(1, 1, 1, 1)");
3415     }
3416
3417     /* Specular Colour ------------------------------------------*/
3418     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3419         TRACE("setting specular colour\n");
3420         /* Note dwType == float3 or float4 == 2 or 3 */
3421         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3422                 sd->u.s.specular.dwStride,
3423                 sd->u.s.specular.lpData));
3424         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3425             if(curVBO != sd->u.s.specular.VBO) {
3426                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3427                 checkGLcall("glBindBufferARB");
3428                 curVBO = sd->u.s.specular.VBO;
3429             }
3430             GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
3431                                                    WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
3432                                                    sd->u.s.specular.dwStride,
3433                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3434             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3435             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3436             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3437         } else {
3438
3439         /* Missing specular color is not critical, no warnings */
3440         VTRACE(("Specular colour is not supported in this GL implementation\n"));
3441         }
3442
3443     } else {
3444         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3445             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3446             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3447         } else {
3448
3449             /* Missing specular color is not critical, no warnings */
3450             VTRACE(("Specular colour is not supported in this GL implementation\n"));
3451         }
3452     }
3453
3454     /* Texture coords -------------------------------------------*/
3455     loadTexCoords(stateblock, sd, &curVBO);
3456 }
3457
3458 static inline void drawPrimitiveTraceDataLocations(
3459     WineDirect3DVertexStridedData *dataLocations) {
3460
3461     /* Dump out what parts we have supplied */
3462     TRACE("Strided Data:\n");
3463     TRACE_STRIDED((dataLocations), position);
3464     TRACE_STRIDED((dataLocations), blendWeights);
3465     TRACE_STRIDED((dataLocations), blendMatrixIndices);
3466     TRACE_STRIDED((dataLocations), normal);
3467     TRACE_STRIDED((dataLocations), pSize);
3468     TRACE_STRIDED((dataLocations), diffuse);
3469     TRACE_STRIDED((dataLocations), specular);
3470     TRACE_STRIDED((dataLocations), texCoords[0]);
3471     TRACE_STRIDED((dataLocations), texCoords[1]);
3472     TRACE_STRIDED((dataLocations), texCoords[2]);
3473     TRACE_STRIDED((dataLocations), texCoords[3]);
3474     TRACE_STRIDED((dataLocations), texCoords[4]);
3475     TRACE_STRIDED((dataLocations), texCoords[5]);
3476     TRACE_STRIDED((dataLocations), texCoords[6]);
3477     TRACE_STRIDED((dataLocations), texCoords[7]);
3478     TRACE_STRIDED((dataLocations), position2);
3479     TRACE_STRIDED((dataLocations), normal2);
3480     TRACE_STRIDED((dataLocations), tangent);
3481     TRACE_STRIDED((dataLocations), binormal);
3482     TRACE_STRIDED((dataLocations), tessFactor);
3483     TRACE_STRIDED((dataLocations), fog);
3484     TRACE_STRIDED((dataLocations), depth);
3485     TRACE_STRIDED((dataLocations), sample);
3486
3487     return;
3488 }
3489
3490 /* Helper for vertexdeclaration() */
3491 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3492     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3493     BOOL fixup = FALSE;
3494     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3495
3496     if(device->up_strided) {
3497         /* Note: this is a ddraw fixed-function code path */
3498         TRACE("================ Strided Input ===================\n");
3499         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3500
3501         if(TRACE_ON(d3d)) {
3502             drawPrimitiveTraceDataLocations(dataLocations);
3503         }
3504     } else {
3505         /* Note: This is a fixed function or shader codepath.
3506          * This means it must handle both types of strided data.
3507          * Shaders must go through here to zero the strided data, even if they
3508          * don't set any declaration at all
3509          */
3510         TRACE("================ Vertex Declaration  ===================\n");
3511         memset(dataLocations, 0, sizeof(*dataLocations));
3512         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3513                 useVertexShaderFunction, dataLocations, &fixup);
3514     }
3515
3516     if (dataLocations->u.s.position_transformed) {
3517         useVertexShaderFunction = FALSE;
3518     }
3519
3520     /* Unload the old arrays before loading the new ones to get old junk out */
3521     if(context->numberedArraysLoaded) {
3522         unloadNumberedArrays(stateblock);
3523         context->numberedArraysLoaded = FALSE;
3524     }
3525     if(context->namedArraysLoaded) {
3526         unloadVertexData(stateblock);
3527         context->namedArraysLoaded = FALSE;
3528     }
3529
3530     if(useVertexShaderFunction) {
3531         if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
3532             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
3533             device->useDrawStridedSlow = TRUE;
3534             context->numberedArraysLoaded = FALSE;
3535         } else {
3536             TRACE("Loading numbered arrays\n");
3537             loadNumberedArrays(stateblock, dataLocations);
3538             device->useDrawStridedSlow = FALSE;
3539             context->numberedArraysLoaded = TRUE;
3540         }
3541     } else if (fixup ||
3542                (dataLocations->u.s.pSize.lpData == NULL &&
3543                 dataLocations->u.s.diffuse.lpData == NULL &&
3544                 dataLocations->u.s.specular.lpData == NULL)) {
3545         /* Load the vertex data using named arrays */
3546         TRACE("Loading vertex data\n");
3547         loadVertexData(stateblock, dataLocations);
3548         device->useDrawStridedSlow = FALSE;
3549         context->namedArraysLoaded = TRUE;
3550     } else {
3551         TRACE("Not loading vertex data\n");
3552         device->useDrawStridedSlow = TRUE;
3553     }
3554
3555 /* Generate some fixme's if unsupported functionality is being used */
3556 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3557     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3558     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3559         FIXME("Tweening is only valid with vertex shaders\n");
3560     }
3561     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3562         FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3563     }
3564     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3565         FIXME("Extended attributes are only valid with vertex shaders\n");
3566     }
3567 #undef BUFFER_OR_DATA
3568 }
3569
3570 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3571     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3572     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3573             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3574     BOOL transformed;
3575     /* Some stuff is in the device until we have per context tracking */
3576     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3577     BOOL wasrhw = context->last_was_rhw;
3578
3579     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3580      * here simply check whether a shader was set, or the user disabled shaders
3581      */
3582     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3583        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3584         useVertexShaderFunction = TRUE;
3585
3586         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3587             updateFog = TRUE;
3588         }
3589     } else if(context->last_was_foggy_shader) {
3590         updateFog = TRUE;
3591     }
3592
3593     handleStreams(stateblock, useVertexShaderFunction, context);
3594
3595     transformed = device->strided_streams.u.s.position_transformed;
3596     if (transformed) useVertexShaderFunction = FALSE;
3597
3598     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3599         updateFog = TRUE;
3600     }
3601
3602     /* Reapply lighting if it is not scheduled for reapplication already */
3603     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3604         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3605     }
3606
3607     if (transformed) {
3608         context->last_was_rhw = TRUE;
3609     } else {
3610
3611         /* Untransformed, so relies on the view and projection matrices */
3612         context->last_was_rhw = FALSE;
3613         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3614         device->untransformed = TRUE;
3615
3616         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3617          * Not needed as long as only hw shaders are supported
3618          */
3619
3620         /* This sets the shader output position correction constants.
3621          * TODO: Move to the viewport state
3622          */
3623         if (useVertexShaderFunction) {
3624             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3625             device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3626         }
3627     }
3628
3629     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3630      * off this function will be called again anyway to make sure they're properly set
3631      */
3632     if(!useVertexShaderFunction) {
3633         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3634          * or transformed / untransformed was switched
3635          */
3636        if(wasrhw != context->last_was_rhw &&
3637           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3638           !isStateDirty(context, STATE_VIEWPORT)) {
3639             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3640         }
3641         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3642          * mode.
3643          *
3644          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3645          * this check will fail and the matrix not applied again. This is OK because a simple
3646          * world matrix change reapplies the matrix - These checks here are only to satisfy the
3647          * needs of the vertex declaration.
3648          *
3649          * World and view matrix go into the same gl matrix, so only apply them when neither is
3650          * dirty
3651          */
3652         if(transformed != wasrhw &&
3653            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3654            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3655             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3656         }
3657
3658         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3659             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3660         }
3661
3662         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3663             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3664         }
3665         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3666             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3667         }
3668     } else {
3669         /* We compile the shader here because we need the vertex declaration
3670          * in order to determine if we need to do any swizzling for D3DCOLOR
3671          * registers. If the shader is already compiled this call will do nothing. */
3672         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3673
3674         if(!context->last_was_vshader) {
3675             int i;
3676             static BOOL warned = FALSE;
3677             /* Disable all clip planes to get defined results on all drivers. See comment in the
3678              * state_clipping state handler
3679              */
3680             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3681                 glDisable(GL_CLIP_PLANE0 + i);
3682                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3683             }
3684
3685             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3686                 FIXME("Clipping not supported with vertex shaders\n");
3687                 warned = TRUE;
3688             }
3689             if(wasrhw) {
3690                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3691                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
3692                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
3693                  * fixed function vertex processing states back in a sane state before switching to shaders
3694                  */
3695                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3696                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3697                 }
3698                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3699                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3700                 }
3701             }
3702         }
3703     }
3704
3705     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3706      * application
3707      */
3708     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3709         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3710
3711         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3712             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3713         }
3714     }
3715
3716     context->last_was_vshader = useVertexShaderFunction;
3717
3718     if(updateFog) {
3719         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3720     }
3721     if(!useVertexShaderFunction) {
3722         int i;
3723         for(i = 0; i < MAX_TEXTURES; i++) {
3724             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3725                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3726             }
3727         }
3728     }
3729 }
3730
3731 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3732     UINT width, height;
3733     IWineD3DSurfaceImpl *target;
3734
3735     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3736     checkGLcall("glDepthRange");
3737     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3738      */
3739     if(stateblock->wineD3DDevice->render_offscreen) {
3740         glViewport(stateblock->viewport.X,
3741                    stateblock->viewport.Y,
3742                    stateblock->viewport.Width, stateblock->viewport.Height);
3743     } else {
3744         target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3745         target->get_drawable_size(target, &width, &height);
3746
3747         glViewport(stateblock->viewport.X,
3748                    (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3749                    stateblock->viewport.Width, stateblock->viewport.Height);
3750     }
3751
3752     checkGLcall("glViewport");
3753
3754     stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3755     stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3756     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3757         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3758     }
3759     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3760         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3761     }
3762 }
3763
3764 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3765     UINT Index = state - STATE_ACTIVELIGHT(0);
3766     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3767
3768     if(!lightInfo) {
3769         glDisable(GL_LIGHT0 + Index);
3770         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3771     } else {
3772         float quad_att;
3773         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3774
3775         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3776         glMatrixMode(GL_MODELVIEW);
3777         glPushMatrix();
3778         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3779
3780         /* Diffuse: */
3781         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3782         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3783         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3784         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3785         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3786         checkGLcall("glLightfv");
3787
3788         /* Specular */
3789         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3790         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3791         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3792         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3793         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3794         checkGLcall("glLightfv");
3795
3796         /* Ambient */
3797         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3798         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3799         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3800         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3801         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3802         checkGLcall("glLightfv");
3803
3804         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3805             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3806         } else {
3807             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3808         }
3809
3810         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3811          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3812          * Attenuation0 to NaN and crashes in the gl lib
3813          */
3814
3815         switch (lightInfo->OriginalParms.Type) {
3816             case WINED3DLIGHT_POINT:
3817                 /* Position */
3818                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3819                 checkGLcall("glLightfv");
3820                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3821                 checkGLcall("glLightf");
3822                 /* Attenuation - Are these right? guessing... */
3823                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3824                 checkGLcall("glLightf");
3825                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3826                 checkGLcall("glLightf");
3827                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3828                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3829                 checkGLcall("glLightf");
3830                 /* FIXME: Range */
3831                 break;
3832
3833             case WINED3DLIGHT_SPOT:
3834                 /* Position */
3835                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3836                 checkGLcall("glLightfv");
3837                 /* Direction */
3838                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3839                 checkGLcall("glLightfv");
3840                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3841                 checkGLcall("glLightf");
3842                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3843                 checkGLcall("glLightf");
3844                 /* Attenuation - Are these right? guessing... */
3845                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3846                 checkGLcall("glLightf");
3847                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3848                 checkGLcall("glLightf");
3849                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3850                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3851                 checkGLcall("glLightf");
3852                 /* FIXME: Range */
3853                 break;
3854
3855             case WINED3DLIGHT_DIRECTIONAL:
3856                 /* Direction */
3857                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3858                 checkGLcall("glLightfv");
3859                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3860                 checkGLcall("glLightf");
3861                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3862                 checkGLcall("glLightf");
3863                 break;
3864
3865             default:
3866                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3867         }
3868
3869         /* Restore the modelview matrix */
3870         glPopMatrix();
3871
3872         glEnable(GL_LIGHT0 + Index);
3873         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3874     }
3875
3876     return;
3877 }
3878
3879 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3880     RECT *pRect = &stateblock->scissorRect;
3881     UINT height;
3882     UINT width;
3883     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3884
3885     target->get_drawable_size(target, &width, &height);
3886     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3887      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3888      */
3889     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3890           pRect->right - pRect->left, pRect->bottom - pRect->top);
3891
3892     if (stateblock->wineD3DDevice->render_offscreen) {
3893         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3894     } else {
3895         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3896     }
3897     checkGLcall("glScissor");
3898 }
3899
3900 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3901     if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3902         if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3903             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3904         } else {
3905             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3906             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3907         }
3908     }
3909 }
3910
3911 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3912     if(stateblock->wineD3DDevice->render_offscreen) {
3913         glFrontFace(GL_CCW);
3914         checkGLcall("glFrontFace(GL_CCW)");
3915     } else {
3916         glFrontFace(GL_CW);
3917         checkGLcall("glFrontFace(GL_CW)");
3918     }
3919 }
3920
3921 const struct StateEntry StateTable[] =
3922 {
3923       /* State name                                         representative,                                     apply function */
3924     { /* 0,  Undefined                              */      0,                                                  state_undefined     },
3925     { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3926     { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3927     { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3928     { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3929     { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
3930     { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3931     { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3932     { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3933     { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3934     { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3935     { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
3936     { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
3937     { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3938     { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3939     { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3940     { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3941     { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
3942     { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3943     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3944     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3945     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3946     { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3947     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3948     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3949     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3950     { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3951     { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3952     { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3953     { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3954     { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3955     { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
3956     { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3957     { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3958     { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3959     { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3960     { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3961     { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3962     { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3963     { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3964     { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3965     { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3966     { /* 42, undefined                              */      0,                                                  state_undefined     },
3967     { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3968     { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
3969     { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3970     { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3971     { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3972     { /* 48, WINED3DRS_RANGEFOGENABLE               */      STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      },
3973     { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
3974     { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
3975     { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3976     { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3977     { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3978     { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3979     { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3980     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3981     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3982     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3983     { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3984     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3985     { /* 61, Undefined                              */      0,                                                  state_undefined     },
3986     { /* 62, Undefined                              */      0,                                                  state_undefined     },
3987     { /* 63, Undefined                              */      0,                                                  state_undefined     },
3988     { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3989     { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
3990     { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3991     { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3992     { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3993     { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3994     { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3995     { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3996     { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3997     { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3998     { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3999     { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4000     { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4001     { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4002     { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4003     { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4004     { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4005     { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4006     { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4007     { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4008     { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4009     { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4010     { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4011     { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4012     { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4013     { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4014     { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4015     { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4016     { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4017     { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4018     { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4019     { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
4020     { /* 96, Undefined                              */      0,                                                  state_undefined     },
4021     { /* 97, Undefined                              */      0,                                                  state_undefined     },
4022     { /* 98, Undefined                              */      0,                                                  state_undefined     },
4023     { /* 99, Undefined                              */      0,                                                  state_undefined     },
4024     { /*100, Undefined                              */      0,                                                  state_undefined     },
4025     { /*101, Undefined                              */      0,                                                  state_undefined     },
4026     { /*102, Undefined                              */      0,                                                  state_undefined     },
4027     { /*103, Undefined                              */      0,                                                  state_undefined     },
4028     { /*104, Undefined                              */      0,                                                  state_undefined     },
4029     { /*105, Undefined                              */      0,                                                  state_undefined     },
4030     { /*106, Undefined                              */      0,                                                  state_undefined     },
4031     { /*107, Undefined                              */      0,                                                  state_undefined     },
4032     { /*108, Undefined                              */      0,                                                  state_undefined     },
4033     { /*109, Undefined                              */      0,                                                  state_undefined     },
4034     { /*110, Undefined                              */      0,                                                  state_undefined     },
4035     { /*111, Undefined                              */      0,                                                  state_undefined     },
4036     { /*112, Undefined                              */      0,                                                  state_undefined     },
4037     { /*113, Undefined                              */      0,                                                  state_undefined     },
4038     { /*114, Undefined                              */      0,                                                  state_undefined     },
4039     { /*115, Undefined                              */      0,                                                  state_undefined     },
4040     { /*116, Undefined                              */      0,                                                  state_undefined     },
4041     { /*117, Undefined                              */      0,                                                  state_undefined     },
4042     { /*118, Undefined                              */      0,                                                  state_undefined     },
4043     { /*119, Undefined                              */      0,                                                  state_undefined     },
4044     { /*120, Undefined                              */      0,                                                  state_undefined     },
4045     { /*121, Undefined                              */      0,                                                  state_undefined     },
4046     { /*122, Undefined                              */      0,                                                  state_undefined     },
4047     { /*123, Undefined                              */      0,                                                  state_undefined     },
4048     { /*124, Undefined                              */      0,                                                  state_undefined     },
4049     { /*125, Undefined                              */      0,                                                  state_undefined     },
4050     { /*126, Undefined                              */      0,                                                  state_undefined     },
4051     { /*127, Undefined                              */      0,                                                  state_undefined     },
4052     /* Big hole ends */
4053     { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4054     { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4055     { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4056     { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4057     { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4058     { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4059     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4060     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4061     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
4062     { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
4063     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
4064     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
4065     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
4066     { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4067     { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
4068     { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
4069     { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
4070     { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4071     { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4072     { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4073     { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
4074     { /*149, Undefined                              */      0,                                                  state_undefined     },
4075     { /*150, Undefined                              */      0,                                                  state_undefined     },
4076     { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
4077     { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
4078     { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
4079     { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4080     { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
4081     { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
4082     { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4083     { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4084     { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4085     { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
4086     { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
4087     { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
4088     { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
4089     { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
4090     { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
4091     { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
4092     { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
4093     { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4094     { /*169, Undefined                              */      0,                                                  state_undefined     },
4095     { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
4096     { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
4097     { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
4098     { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
4099       /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
4100       /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
4101     { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
4102     { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
4103     { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
4104     { /*177, undefined                              */      0,                                                  state_undefined     },
4105     { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4106     { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4107     { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4108     { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4109     { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4110     { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4111     { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4112     { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4113     { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4114     { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4115     { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4116     { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4117     { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4118     { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4119     { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4120     { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
4121     { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_PIXELSHADER,                                  pixelshader         },
4122     { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
4123     { /*196, undefined                              */      0,                                                  state_undefined     },
4124     { /*197, undefined                              */      0,                                                  state_undefined     },
4125     { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4126     { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4127     { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4128     { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4129     { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4130     { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4131     { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4132     { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4133     { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
4134     { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
4135     { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
4136     { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blendop },
4137     /* Texture stage states */
4138     { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4139     { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4140     { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4141     { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4142     { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4143     { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4144     { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4145     { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4146     { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4147     { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4148     { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4149     { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4150     { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4151     { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4152     { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4153     { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4154     { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4155     { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4156     { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4157     { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4158     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4159     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4160     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4161     { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
4162     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4163     { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4164     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4165     { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        tex_resultarg       },
4166     { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4167     { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4168     { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4169     { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4170
4171     { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4172     { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4173     { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4174     { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4175     { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4176     { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4177     { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4178     { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4179     { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4180     { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4181     { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4182     { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4183     { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4184     { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4185     { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4186     { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4187     { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4188     { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4189     { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4190     { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4191     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4192     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4193     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4194     { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
4195     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4196     { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4197     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4198     { /*1, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        tex_resultarg       },
4199     { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4200     { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4201     { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4202     { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4203
4204     { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4205     { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4206     { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4207     { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4208     { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4209     { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4210     { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4211     { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4212     { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4213     { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4214     { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4215     { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4216     { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4217     { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4218     { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4219     { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4220     { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4221     { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4222     { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4223     { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4224     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4225     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4226     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4227     { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
4228     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4229     { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4230     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4231     { /*2, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        tex_resultarg       },
4232     { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4233     { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4234     { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4235     { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4236
4237     { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4238     { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4239     { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4240     { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4241     { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4242     { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4243     { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4244     { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4245     { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4246     { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4247     { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4248     { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4249     { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4250     { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4251     { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4252     { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4253     { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4254     { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4255     { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4256     { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4257     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4258     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4259     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4260     { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
4261     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4262     { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4263     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4264     { /*3, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        tex_resultarg       },
4265     { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4266     { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4267     { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4268     { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4269
4270     { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4271     { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4272     { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4273     { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4274     { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4275     { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4276     { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4277     { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4278     { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4279     { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4280     { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4281     { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4282     { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4283     { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4284     { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4285     { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4286     { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4287     { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4288     { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4289     { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4290     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4291     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4292     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4293     { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
4294     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4295     { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4296     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4297     { /*4, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        tex_resultarg       },
4298     { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4299     { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4300     { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4301     { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4302
4303     { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4304     { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4305     { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4306     { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4307     { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4308     { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4309     { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4310     { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4311     { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4312     { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4313     { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4314     { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4315     { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4316     { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4317     { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4318     { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4319     { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4320     { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4321     { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4322     { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4323     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4324     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4325     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4326     { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
4327     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4328     { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4329     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4330     { /*5, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        tex_resultarg       },
4331     { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4332     { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4333     { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4334     { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4335
4336     { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4337     { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4338     { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4339     { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4340     { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4341     { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4342     { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4343     { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4344     { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4345     { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4346     { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4347     { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4348     { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4349     { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4350     { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4351     { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4352     { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4353     { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4354     { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4355     { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4356     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4357     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4358     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4359     { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
4360     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4361     { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4362     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4363     { /*6, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        tex_resultarg       },
4364     { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4365     { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4366     { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4367     { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4368
4369     { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4370     { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4371     { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4372     { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4373     { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4374     { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4375     { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4376     { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4377     { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4378     { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4379     { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4380     { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4381     { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4382     { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4383     { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4384     { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4385     { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4386     { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4387     { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4388     { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4389     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4390     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4391     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4392     { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
4393     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4394     { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4395     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4396     { /*7, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        tex_resultarg       },
4397     { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4398     { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4399     { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4400     { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4401     /* Sampler states */
4402     { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
4403     { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
4404     { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
4405     { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
4406     { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
4407     { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
4408     { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
4409     { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
4410     { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
4411     { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
4412     { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
4413     { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
4414     { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
4415     { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
4416     { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
4417     { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
4418     { /*16, Vertex sampler 0                        */      STATE_SAMPLER(16),                                  sampler             },
4419     { /*17, Vertex sampler 1                        */      STATE_SAMPLER(17),                                  sampler             },
4420     { /*18, Vertex sampler 2                        */      STATE_SAMPLER(18),                                  sampler             },
4421     { /*19, Vertex sampler 3                        */      STATE_SAMPLER(19),                                  sampler             },
4422     /* Pixel shader */
4423     { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
4424       /* Transform states follow                    */
4425     { /*  1, undefined                              */      0,                                                  state_undefined     },
4426     { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
4427     { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
4428     { /*  4, undefined                              */      0,                                                  state_undefined     },
4429     { /*  5, undefined                              */      0,                                                  state_undefined     },
4430     { /*  6, undefined                              */      0,                                                  state_undefined     },
4431     { /*  7, undefined                              */      0,                                                  state_undefined     },
4432     { /*  8, undefined                              */      0,                                                  state_undefined     },
4433     { /*  9, undefined                              */      0,                                                  state_undefined     },
4434     { /* 10, undefined                              */      0,                                                  state_undefined     },
4435     { /* 11, undefined                              */      0,                                                  state_undefined     },
4436     { /* 12, undefined                              */      0,                                                  state_undefined     },
4437     { /* 13, undefined                              */      0,                                                  state_undefined     },
4438     { /* 14, undefined                              */      0,                                                  state_undefined     },
4439     { /* 15, undefined                              */      0,                                                  state_undefined     },
4440     { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
4441     { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
4442     { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
4443     { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
4444     { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
4445     { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
4446     { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
4447     { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
4448       /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4449     { /* 24, undefined                              */      0,                                                  state_undefined     },
4450     { /* 25, undefined                              */      0,                                                  state_undefined     },
4451     { /* 26, undefined                              */      0,                                                  state_undefined     },
4452     { /* 27, undefined                              */      0,                                                  state_undefined     },
4453     { /* 28, undefined                              */      0,                                                  state_undefined     },
4454     { /* 29, undefined                              */      0,                                                  state_undefined     },
4455     { /* 30, undefined                              */      0,                                                  state_undefined     },
4456     { /* 31, undefined                              */      0,                                                  state_undefined     },
4457     { /* 32, undefined                              */      0,                                                  state_undefined     },
4458     { /* 33, undefined                              */      0,                                                  state_undefined     },
4459     { /* 34, undefined                              */      0,                                                  state_undefined     },
4460     { /* 35, undefined                              */      0,                                                  state_undefined     },
4461     { /* 36, undefined                              */      0,                                                  state_undefined     },
4462     { /* 37, undefined                              */      0,                                                  state_undefined     },
4463     { /* 38, undefined                              */      0,                                                  state_undefined     },
4464     { /* 39, undefined                              */      0,                                                  state_undefined     },
4465     { /* 40, undefined                              */      0,                                                  state_undefined     },
4466     { /* 41, undefined                              */      0,                                                  state_undefined     },
4467     { /* 42, undefined                              */      0,                                                  state_undefined     },
4468     { /* 43, undefined                              */      0,                                                  state_undefined     },
4469     { /* 44, undefined                              */      0,                                                  state_undefined     },
4470     { /* 45, undefined                              */      0,                                                  state_undefined     },
4471     { /* 46, undefined                              */      0,                                                  state_undefined     },
4472     { /* 47, undefined                              */      0,                                                  state_undefined     },
4473     { /* 48, undefined                              */      0,                                                  state_undefined     },
4474     { /* 49, undefined                              */      0,                                                  state_undefined     },
4475     { /* 50, undefined                              */      0,                                                  state_undefined     },
4476     { /* 51, undefined                              */      0,                                                  state_undefined     },
4477     { /* 52, undefined                              */      0,                                                  state_undefined     },
4478     { /* 53, undefined                              */      0,                                                  state_undefined     },
4479     { /* 54, undefined                              */      0,                                                  state_undefined     },
4480     { /* 55, undefined                              */      0,                                                  state_undefined     },
4481     { /* 56, undefined                              */      0,                                                  state_undefined     },
4482     { /* 57, undefined                              */      0,                                                  state_undefined     },
4483     { /* 58, undefined                              */      0,                                                  state_undefined     },
4484     { /* 59, undefined                              */      0,                                                  state_undefined     },
4485     { /* 60, undefined                              */      0,                                                  state_undefined     },
4486     { /* 61, undefined                              */      0,                                                  state_undefined     },
4487     { /* 62, undefined                              */      0,                                                  state_undefined     },
4488     { /* 63, undefined                              */      0,                                                  state_undefined     },
4489     { /* 64, undefined                              */      0,                                                  state_undefined     },
4490     { /* 65, undefined                              */      0,                                                  state_undefined     },
4491     { /* 66, undefined                              */      0,                                                  state_undefined     },
4492     { /* 67, undefined                              */      0,                                                  state_undefined     },
4493     { /* 68, undefined                              */      0,                                                  state_undefined     },
4494     { /* 69, undefined                              */      0,                                                  state_undefined     },
4495     { /* 70, undefined                              */      0,                                                  state_undefined     },
4496     { /* 71, undefined                              */      0,                                                  state_undefined     },
4497     { /* 72, undefined                              */      0,                                                  state_undefined     },
4498     { /* 73, undefined                              */      0,                                                  state_undefined     },
4499     { /* 74, undefined                              */      0,                                                  state_undefined     },
4500     { /* 75, undefined                              */      0,                                                  state_undefined     },
4501     { /* 76, undefined                              */      0,                                                  state_undefined     },
4502     { /* 77, undefined                              */      0,                                                  state_undefined     },
4503     { /* 78, undefined                              */      0,                                                  state_undefined     },
4504     { /* 79, undefined                              */      0,                                                  state_undefined     },
4505     { /* 80, undefined                              */      0,                                                  state_undefined     },
4506     { /* 81, undefined                              */      0,                                                  state_undefined     },
4507     { /* 82, undefined                              */      0,                                                  state_undefined     },
4508     { /* 83, undefined                              */      0,                                                  state_undefined     },
4509     { /* 84, undefined                              */      0,                                                  state_undefined     },
4510     { /* 85, undefined                              */      0,                                                  state_undefined     },
4511     { /* 86, undefined                              */      0,                                                  state_undefined     },
4512     { /* 87, undefined                              */      0,                                                  state_undefined     },
4513     { /* 88, undefined                              */      0,                                                  state_undefined     },
4514     { /* 89, undefined                              */      0,                                                  state_undefined     },
4515     { /* 90, undefined                              */      0,                                                  state_undefined     },
4516     { /* 91, undefined                              */      0,                                                  state_undefined     },
4517     { /* 92, undefined                              */      0,                                                  state_undefined     },
4518     { /* 93, undefined                              */      0,                                                  state_undefined     },
4519     { /* 94, undefined                              */      0,                                                  state_undefined     },
4520     { /* 95, undefined                              */      0,                                                  state_undefined     },
4521     { /* 96, undefined                              */      0,                                                  state_undefined     },
4522     { /* 97, undefined                              */      0,                                                  state_undefined     },
4523     { /* 98, undefined                              */      0,                                                  state_undefined     },
4524     { /* 99, undefined                              */      0,                                                  state_undefined     },
4525     { /*100, undefined                              */      0,                                                  state_undefined     },
4526     { /*101, undefined                              */      0,                                                  state_undefined     },
4527     { /*102, undefined                              */      0,                                                  state_undefined     },
4528     { /*103, undefined                              */      0,                                                  state_undefined     },
4529     { /*104, undefined                              */      0,                                                  state_undefined     },
4530     { /*105, undefined                              */      0,                                                  state_undefined     },
4531     { /*106, undefined                              */      0,                                                  state_undefined     },
4532     { /*107, undefined                              */      0,                                                  state_undefined     },
4533     { /*108, undefined                              */      0,                                                  state_undefined     },
4534     { /*109, undefined                              */      0,                                                  state_undefined     },
4535     { /*110, undefined                              */      0,                                                  state_undefined     },
4536     { /*111, undefined                              */      0,                                                  state_undefined     },
4537     { /*112, undefined                              */      0,                                                  state_undefined     },
4538     { /*113, undefined                              */      0,                                                  state_undefined     },
4539     { /*114, undefined                              */      0,                                                  state_undefined     },
4540     { /*115, undefined                              */      0,                                                  state_undefined     },
4541     { /*116, undefined                              */      0,                                                  state_undefined     },
4542     { /*117, undefined                              */      0,                                                  state_undefined     },
4543     { /*118, undefined                              */      0,                                                  state_undefined     },
4544     { /*119, undefined                              */      0,                                                  state_undefined     },
4545     { /*120, undefined                              */      0,                                                  state_undefined     },
4546     { /*121, undefined                              */      0,                                                  state_undefined     },
4547     { /*122, undefined                              */      0,                                                  state_undefined     },
4548     { /*123, undefined                              */      0,                                                  state_undefined     },
4549     { /*124, undefined                              */      0,                                                  state_undefined     },
4550     { /*125, undefined                              */      0,                                                  state_undefined     },
4551     { /*126, undefined                              */      0,                                                  state_undefined     },
4552     { /*127, undefined                              */      0,                                                  state_undefined     },
4553     { /*128, undefined                              */      0,                                                  state_undefined     },
4554     { /*129, undefined                              */      0,                                                  state_undefined     },
4555     { /*130, undefined                              */      0,                                                  state_undefined     },
4556     { /*131, undefined                              */      0,                                                  state_undefined     },
4557     { /*132, undefined                              */      0,                                                  state_undefined     },
4558     { /*133, undefined                              */      0,                                                  state_undefined     },
4559     { /*134, undefined                              */      0,                                                  state_undefined     },
4560     { /*135, undefined                              */      0,                                                  state_undefined     },
4561     { /*136, undefined                              */      0,                                                  state_undefined     },
4562     { /*137, undefined                              */      0,                                                  state_undefined     },
4563     { /*138, undefined                              */      0,                                                  state_undefined     },
4564     { /*139, undefined                              */      0,                                                  state_undefined     },
4565     { /*140, undefined                              */      0,                                                  state_undefined     },
4566     { /*141, undefined                              */      0,                                                  state_undefined     },
4567     { /*142, undefined                              */      0,                                                  state_undefined     },
4568     { /*143, undefined                              */      0,                                                  state_undefined     },
4569     { /*144, undefined                              */      0,                                                  state_undefined     },
4570     { /*145, undefined                              */      0,                                                  state_undefined     },
4571     { /*146, undefined                              */      0,                                                  state_undefined     },
4572     { /*147, undefined                              */      0,                                                  state_undefined     },
4573     { /*148, undefined                              */      0,                                                  state_undefined     },
4574     { /*149, undefined                              */      0,                                                  state_undefined     },
4575     { /*150, undefined                              */      0,                                                  state_undefined     },
4576     { /*151, undefined                              */      0,                                                  state_undefined     },
4577     { /*152, undefined                              */      0,                                                  state_undefined     },
4578     { /*153, undefined                              */      0,                                                  state_undefined     },
4579     { /*154, undefined                              */      0,                                                  state_undefined     },
4580     { /*155, undefined                              */      0,                                                  state_undefined     },
4581     { /*156, undefined                              */      0,                                                  state_undefined     },
4582     { /*157, undefined                              */      0,                                                  state_undefined     },
4583     { /*158, undefined                              */      0,                                                  state_undefined     },
4584     { /*159, undefined                              */      0,                                                  state_undefined     },
4585     { /*160, undefined                              */      0,                                                  state_undefined     },
4586     { /*161, undefined                              */      0,                                                  state_undefined     },
4587     { /*162, undefined                              */      0,                                                  state_undefined     },
4588     { /*163, undefined                              */      0,                                                  state_undefined     },
4589     { /*164, undefined                              */      0,                                                  state_undefined     },
4590     { /*165, undefined                              */      0,                                                  state_undefined     },
4591     { /*166, undefined                              */      0,                                                  state_undefined     },
4592     { /*167, undefined                              */      0,                                                  state_undefined     },
4593     { /*168, undefined                              */      0,                                                  state_undefined     },
4594     { /*169, undefined                              */      0,                                                  state_undefined     },
4595     { /*170, undefined                              */      0,                                                  state_undefined     },
4596     { /*171, undefined                              */      0,                                                  state_undefined     },
4597     { /*172, undefined                              */      0,                                                  state_undefined     },
4598     { /*173, undefined                              */      0,                                                  state_undefined     },
4599     { /*174, undefined                              */      0,                                                  state_undefined     },
4600     { /*175, undefined                              */      0,                                                  state_undefined     },
4601     { /*176, undefined                              */      0,                                                  state_undefined     },
4602     { /*177, undefined                              */      0,                                                  state_undefined     },
4603     { /*178, undefined                              */      0,                                                  state_undefined     },
4604     { /*179, undefined                              */      0,                                                  state_undefined     },
4605     { /*180, undefined                              */      0,                                                  state_undefined     },
4606     { /*181, undefined                              */      0,                                                  state_undefined     },
4607     { /*182, undefined                              */      0,                                                  state_undefined     },
4608     { /*183, undefined                              */      0,                                                  state_undefined     },
4609     { /*184, undefined                              */      0,                                                  state_undefined     },
4610     { /*185, undefined                              */      0,                                                  state_undefined     },
4611     { /*186, undefined                              */      0,                                                  state_undefined     },
4612     { /*187, undefined                              */      0,                                                  state_undefined     },
4613     { /*188, undefined                              */      0,                                                  state_undefined     },
4614     { /*189, undefined                              */      0,                                                  state_undefined     },
4615     { /*190, undefined                              */      0,                                                  state_undefined     },
4616     { /*191, undefined                              */      0,                                                  state_undefined     },
4617     { /*192, undefined                              */      0,                                                  state_undefined     },
4618     { /*193, undefined                              */      0,                                                  state_undefined     },
4619     { /*194, undefined                              */      0,                                                  state_undefined     },
4620     { /*195, undefined                              */      0,                                                  state_undefined     },
4621     { /*196, undefined                              */      0,                                                  state_undefined     },
4622     { /*197, undefined                              */      0,                                                  state_undefined     },
4623     { /*198, undefined                              */      0,                                                  state_undefined     },
4624     { /*199, undefined                              */      0,                                                  state_undefined     },
4625     { /*200, undefined                              */      0,                                                  state_undefined     },
4626     { /*201, undefined                              */      0,                                                  state_undefined     },
4627     { /*202, undefined                              */      0,                                                  state_undefined     },
4628     { /*203, undefined                              */      0,                                                  state_undefined     },
4629     { /*204, undefined                              */      0,                                                  state_undefined     },
4630     { /*205, undefined                              */      0,                                                  state_undefined     },
4631     { /*206, undefined                              */      0,                                                  state_undefined     },
4632     { /*207, undefined                              */      0,                                                  state_undefined     },
4633     { /*208, undefined                              */      0,                                                  state_undefined     },
4634     { /*209, undefined                              */      0,                                                  state_undefined     },
4635     { /*210, undefined                              */      0,                                                  state_undefined     },
4636     { /*211, undefined                              */      0,                                                  state_undefined     },
4637     { /*212, undefined                              */      0,                                                  state_undefined     },
4638     { /*213, undefined                              */      0,                                                  state_undefined     },
4639     { /*214, undefined                              */      0,                                                  state_undefined     },
4640     { /*215, undefined                              */      0,                                                  state_undefined     },
4641     { /*216, undefined                              */      0,                                                  state_undefined     },
4642     { /*217, undefined                              */      0,                                                  state_undefined     },
4643     { /*218, undefined                              */      0,                                                  state_undefined     },
4644     { /*219, undefined                              */      0,                                                  state_undefined     },
4645     { /*220, undefined                              */      0,                                                  state_undefined     },
4646     { /*221, undefined                              */      0,                                                  state_undefined     },
4647     { /*222, undefined                              */      0,                                                  state_undefined     },
4648     { /*223, undefined                              */      0,                                                  state_undefined     },
4649     { /*224, undefined                              */      0,                                                  state_undefined     },
4650     { /*225, undefined                              */      0,                                                  state_undefined     },
4651     { /*226, undefined                              */      0,                                                  state_undefined     },
4652     { /*227, undefined                              */      0,                                                  state_undefined     },
4653     { /*228, undefined                              */      0,                                                  state_undefined     },
4654     { /*229, undefined                              */      0,                                                  state_undefined     },
4655     { /*230, undefined                              */      0,                                                  state_undefined     },
4656     { /*231, undefined                              */      0,                                                  state_undefined     },
4657     { /*232, undefined                              */      0,                                                  state_undefined     },
4658     { /*233, undefined                              */      0,                                                  state_undefined     },
4659     { /*234, undefined                              */      0,                                                  state_undefined     },
4660     { /*235, undefined                              */      0,                                                  state_undefined     },
4661     { /*236, undefined                              */      0,                                                  state_undefined     },
4662     { /*237, undefined                              */      0,                                                  state_undefined     },
4663     { /*238, undefined                              */      0,                                                  state_undefined     },
4664     { /*239, undefined                              */      0,                                                  state_undefined     },
4665     { /*240, undefined                              */      0,                                                  state_undefined     },
4666     { /*241, undefined                              */      0,                                                  state_undefined     },
4667     { /*242, undefined                              */      0,                                                  state_undefined     },
4668     { /*243, undefined                              */      0,                                                  state_undefined     },
4669     { /*244, undefined                              */      0,                                                  state_undefined     },
4670     { /*245, undefined                              */      0,                                                  state_undefined     },
4671     { /*246, undefined                              */      0,                                                  state_undefined     },
4672     { /*247, undefined                              */      0,                                                  state_undefined     },
4673     { /*248, undefined                              */      0,                                                  state_undefined     },
4674     { /*249, undefined                              */      0,                                                  state_undefined     },
4675     { /*250, undefined                              */      0,                                                  state_undefined     },
4676     { /*251, undefined                              */      0,                                                  state_undefined     },
4677     { /*252, undefined                              */      0,                                                  state_undefined     },
4678     { /*253, undefined                              */      0,                                                  state_undefined     },
4679     { /*254, undefined                              */      0,                                                  state_undefined     },
4680     { /*255, undefined                              */      0,                                                  state_undefined     },
4681       /* End huge gap */
4682     { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4683     { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
4684     { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
4685     { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
4686     { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
4687     { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
4688     { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
4689     { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
4690     { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
4691     { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
4692     { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
4693     { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
4694     { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
4695     { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
4696     { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
4697     { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
4698     { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
4699     { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
4700     { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
4701     { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
4702     { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
4703     { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
4704     { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
4705     { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
4706     { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
4707     { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
4708     { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
4709     { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
4710     { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
4711     { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
4712     { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
4713     { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
4714     { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
4715     { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
4716     { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
4717     { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
4718     { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
4719     { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
4720     { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
4721     { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
4722     { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
4723     { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
4724     { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
4725     { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
4726     { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
4727     { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
4728     { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
4729     { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
4730     { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
4731     { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
4732     { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
4733     { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
4734     { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
4735     { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
4736     { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
4737     { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
4738     { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
4739     { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
4740     { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
4741     { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
4742     { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
4743     { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
4744     { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
4745     { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
4746     { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
4747     { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
4748     { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
4749     { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
4750     { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
4751     { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
4752     { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
4753     { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
4754     { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
4755     { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
4756     { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
4757     { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
4758     { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
4759     { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
4760     { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
4761     { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
4762     { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
4763     { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
4764     { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
4765     { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
4766     { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
4767     { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
4768     { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
4769     { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
4770     { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
4771     { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
4772     { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
4773     { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
4774     { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
4775     { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
4776     { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
4777     { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
4778     { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
4779     { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
4780     { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
4781     { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
4782     { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
4783     { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
4784     { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
4785     { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
4786     { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
4787     { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
4788     { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
4789     { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
4790     { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
4791     { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
4792     { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
4793     { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
4794     { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
4795     { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
4796     { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
4797     { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
4798     { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
4799     { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
4800     { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
4801     { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
4802     { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
4803     { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
4804     { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
4805     { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
4806     { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
4807     { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
4808     { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
4809     { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
4810     { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
4811     { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
4812     { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
4813     { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
4814     { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
4815     { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
4816     { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
4817     { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
4818     { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
4819     { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
4820     { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
4821     { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
4822     { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
4823     { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
4824     { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
4825     { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
4826     { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
4827     { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
4828     { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
4829     { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
4830     { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
4831     { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
4832     { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
4833     { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
4834     { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
4835     { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
4836     { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
4837     { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
4838     { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
4839     { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
4840     { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
4841     { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
4842     { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
4843     { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
4844     { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
4845     { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
4846     { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
4847     { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
4848     { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
4849     { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
4850     { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
4851     { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
4852     { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
4853     { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
4854     { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
4855     { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
4856     { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
4857     { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
4858     { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
4859     { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
4860     { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
4861     { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
4862     { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
4863     { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
4864     { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
4865     { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
4866     { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
4867     { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
4868     { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
4869     { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
4870     { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
4871     { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
4872     { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
4873     { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
4874     { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
4875     { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
4876     { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
4877     { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
4878     { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
4879     { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
4880     { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
4881     { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
4882     { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
4883     { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
4884     { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
4885     { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
4886     { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
4887     { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
4888     { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
4889     { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
4890     { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
4891     { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
4892     { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
4893     { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
4894     { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
4895     { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
4896     { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
4897     { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
4898     { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
4899     { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
4900     { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
4901     { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
4902     { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
4903     { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
4904     { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
4905     { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
4906     { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
4907     { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
4908     { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
4909     { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
4910     { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
4911     { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
4912     { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
4913     { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
4914     { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
4915     { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
4916     { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
4917     { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
4918     { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
4919     { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
4920     { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
4921     { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
4922     { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
4923     { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
4924     { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
4925     { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
4926     { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
4927     { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
4928     { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
4929     { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
4930     { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
4931     { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
4932     { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
4933     { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
4934     { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
4935     { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
4936     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
4937     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4938       /* Various Vertex states follow */
4939     { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4940     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4941     { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
4942     { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4943     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4944     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4945     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4946       /* Lights */
4947     { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
4948     { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
4949     { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
4950     { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
4951     { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
4952     { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
4953     { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
4954     { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4955
4956     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4957       /* Clip planes */
4958     { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
4959     { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
4960     { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
4961     { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
4962     { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
4963     { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
4964     { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
4965     { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
4966     { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
4967     { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
4968     { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
4969     { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
4970     { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
4971     { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
4972     { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
4973     { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
4974     { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
4975     { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
4976     { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
4977     { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
4978     { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
4979     { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
4980     { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
4981     { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
4982     { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
4983     { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
4984     { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
4985     { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
4986     { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
4987     { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
4988     { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
4989     { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4990
4991     { /* STATE_MATERIAL                             */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
4992     { /* STATE_FRONTFACE                            */      STATE_FRONTFACE,                                    frontface           },
4993 };