wined3d: Move "parse_state" to wined3d_shader_context.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11  * Copyright 2009 Henri Verbeet for CodeWeavers
12  *
13  * This library is free software; you can redistribute it and/or
14  * modify it under the terms of the GNU Lesser General Public
15  * License as published by the Free Software Foundation; either
16  * version 2.1 of the License, or (at your option) any later version.
17  *
18  * This library is distributed in the hope that it will be useful,
19  * but WITHOUT ANY WARRANTY; without even the implied warranty of
20  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
21  * Lesser General Public License for more details.
22  *
23  * You should have received a copy of the GNU Lesser General Public
24  * License along with this library; if not, write to the Free Software
25  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26  */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 /* GL locking for state handlers is done by the caller. */
39
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
41
42 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
43 {
44     ERR("Undefined state.\n");
45 }
46
47 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
48 {
49     TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
50 }
51
52 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
53 {
54     WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
55
56     switch(Value) {
57         case WINED3DFILL_POINT:
58             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60             break;
61         case WINED3DFILL_WIREFRAME:
62             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64             break;
65         case WINED3DFILL_SOLID:
66             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
68             break;
69         default:
70             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
71     }
72 }
73
74 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
75 {
76     /* Lighting is not enabled if transformed vertices are drawn
77      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79      * vertex declaration applying function calls this function for updating
80      */
81
82     if(isStateDirty(context, STATE_VDECL)) {
83         return;
84     }
85
86     if (stateblock->state.render_states[WINED3DRS_LIGHTING]
87             && !stateblock->device->strided_streams.position_transformed)
88     {
89         glEnable(GL_LIGHTING);
90         checkGLcall("glEnable GL_LIGHTING");
91     } else {
92         glDisable(GL_LIGHTING);
93         checkGLcall("glDisable GL_LIGHTING");
94     }
95 }
96
97 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
98 {
99     /* No z test without depth stencil buffers */
100     if (!stateblock->device->depth_stencil)
101     {
102         TRACE("No Z buffer - disabling depth test\n");
103         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104         checkGLcall("glDisable GL_DEPTH_TEST");
105         return;
106     }
107
108     switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
109     {
110         case WINED3DZB_FALSE:
111             glDisable(GL_DEPTH_TEST);
112             checkGLcall("glDisable GL_DEPTH_TEST");
113             break;
114         case WINED3DZB_TRUE:
115             glEnable(GL_DEPTH_TEST);
116             checkGLcall("glEnable GL_DEPTH_TEST");
117             break;
118         case WINED3DZB_USEW:
119             glEnable(GL_DEPTH_TEST);
120             checkGLcall("glEnable GL_DEPTH_TEST");
121             FIXME("W buffer is not well handled\n");
122             break;
123         default:
124             FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
125                     stateblock->state.render_states[WINED3DRS_ZENABLE]);
126     }
127 }
128
129 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
130 {
131     /* glFrontFace() is set in context.c at context init and on an
132      * offscreen / onscreen rendering switch. */
133     switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
134     {
135         case WINED3DCULL_NONE:
136             glDisable(GL_CULL_FACE);
137             checkGLcall("glDisable GL_CULL_FACE");
138             break;
139         case WINED3DCULL_CW:
140             glEnable(GL_CULL_FACE);
141             checkGLcall("glEnable GL_CULL_FACE");
142             glCullFace(GL_FRONT);
143             checkGLcall("glCullFace(GL_FRONT)");
144             break;
145         case WINED3DCULL_CCW:
146             glEnable(GL_CULL_FACE);
147             checkGLcall("glEnable GL_CULL_FACE");
148             glCullFace(GL_BACK);
149             checkGLcall("glCullFace(GL_BACK)");
150             break;
151         default:
152             FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
153                     stateblock->state.render_states[WINED3DRS_CULLMODE]);
154     }
155 }
156
157 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
158 {
159     switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
160     {
161         case WINED3DSHADE_FLAT:
162             glShadeModel(GL_FLAT);
163             checkGLcall("glShadeModel(GL_FLAT)");
164             break;
165         case WINED3DSHADE_GOURAUD:
166             glShadeModel(GL_SMOOTH);
167             checkGLcall("glShadeModel(GL_SMOOTH)");
168             break;
169         case WINED3DSHADE_PHONG:
170             FIXME("WINED3DSHADE_PHONG isn't supported\n");
171             break;
172         default:
173             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
174                     stateblock->state.render_states[WINED3DRS_SHADEMODE]);
175     }
176 }
177
178 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
179 {
180     if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
181     {
182         glEnable(GL_DITHER);
183         checkGLcall("glEnable GL_DITHER");
184     }
185     else
186     {
187         glDisable(GL_DITHER);
188         checkGLcall("glDisable GL_DITHER");
189     }
190 }
191
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
193 {
194     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
195      * If yes, this has to be merged with ZENABLE and ZFUNC. */
196     if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
197     {
198         glDepthMask(1);
199         checkGLcall("glDepthMask(1)");
200     }
201     else
202     {
203         glDepthMask(0);
204         checkGLcall("glDepthMask(0)");
205     }
206 }
207
208 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
209 {
210     GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
211
212     if (!depth_func) return;
213
214     if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
215     {
216         static BOOL once;
217         /* There are a few issues with this: First, our inability to
218          * select a proper Z depth, most of the time we're stuck with
219          * D24S8, even if the app selects D32 or D16. There seem to be
220          * some other precision problems which have to be debugged to
221          * make NOTEQUAL and EQUAL work properly. */
222         if (!once)
223         {
224             once = TRUE;
225             FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226         }
227     }
228
229     glDepthFunc(depth_func);
230     checkGLcall("glDepthFunc");
231 }
232
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
234 {
235     float col[4];
236     D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
237
238     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240     checkGLcall("glLightModel for MODEL_AMBIENT");
241 }
242
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
244 {
245     IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
246     const struct wined3d_gl_info *gl_info = context->gl_info;
247     int srcBlend = GL_ZERO;
248     int dstBlend = GL_ZERO;
249
250     /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
251      * blending parameters to work. */
252     if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
253             || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
254             || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
255     {
256         /* Disable blending in all cases even without pixelshaders.
257          * With blending on we could face a big performance penalty.
258          * The d3d9 visual test confirms the behavior. */
259         if (context->render_offscreen
260                 && !(target->resource.format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
261         {
262             glDisable(GL_BLEND);
263             checkGLcall("glDisable GL_BLEND");
264             return;
265         } else {
266             glEnable(GL_BLEND);
267             checkGLcall("glEnable GL_BLEND");
268         }
269     } else {
270         glDisable(GL_BLEND);
271         checkGLcall("glDisable GL_BLEND");
272         /* Nothing more to do - get out */
273         return;
274     };
275
276     switch (stateblock->state.render_states[WINED3DRS_DESTBLEND])
277     {
278         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
279         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
280         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
281         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
282         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
283         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
284         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
285         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
286
287         /* To compensate the lack of format switching with backbuffer offscreen rendering,
288          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
289          * if the render target doesn't support alpha blending. A nonexistent alpha channel
290          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
291          */
292         case WINED3DBLEND_DESTALPHA          :
293             dstBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
294             break;
295         case WINED3DBLEND_INVDESTALPHA       :
296             dstBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
297             break;
298
299         case WINED3DBLEND_SRCALPHASAT        :
300             dstBlend = GL_SRC_ALPHA_SATURATE;
301             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
302             break;
303
304         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
305          * values which are still valid up to d3d9. They should not occur as dest blend values
306          */
307         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
308             srcBlend = GL_SRC_ALPHA;
309             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
310             break;
311
312         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
313             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
314             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
315             break;
316
317         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
318         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
319         default:
320             FIXME("Unrecognized dst blend value %#x.\n",
321                     stateblock->state.render_states[WINED3DRS_DESTBLEND]);
322     }
323
324     switch (stateblock->state.render_states[WINED3DRS_SRCBLEND])
325     {
326         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
327         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
328         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
329         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
330         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
331         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
332         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
333         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
334         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
335
336         case WINED3DBLEND_DESTALPHA          :
337             srcBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
338             break;
339         case WINED3DBLEND_INVDESTALPHA       :
340             srcBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
341             break;
342
343         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
344             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
345             break;
346
347         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
348             dstBlend = GL_SRC_ALPHA;
349             break;
350
351         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
352         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
353         default:
354             FIXME("Unrecognized src blend value %#x.\n",
355                     stateblock->state.render_states[WINED3DRS_SRCBLEND]);
356     }
357
358     if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
359             || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
360     {
361         glEnable(GL_LINE_SMOOTH);
362         checkGLcall("glEnable(GL_LINE_SMOOTH)");
363         if(srcBlend != GL_SRC_ALPHA) {
364             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
365         }
366         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
367             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
368         }
369     } else {
370         glDisable(GL_LINE_SMOOTH);
371         checkGLcall("glDisable(GL_LINE_SMOOTH)");
372     }
373
374     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
375     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
376         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
377     }
378
379     if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
380     {
381         int srcBlendAlpha = GL_ZERO;
382         int dstBlendAlpha = GL_ZERO;
383
384         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
385         if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
386         {
387             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
388             return;
389         }
390
391         switch (stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA])
392         {
393             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
394             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
395             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
396             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
397             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
398             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
399             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
400             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
401             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
402             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
403             case WINED3DBLEND_SRCALPHASAT        :
404                 dstBlend = GL_SRC_ALPHA_SATURATE;
405                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
406                 break;
407             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
408             * values which are still valid up to d3d9. They should not occur as dest blend values
409             */
410             case WINED3DBLEND_BOTHSRCALPHA       :
411                 dstBlendAlpha = GL_SRC_ALPHA;
412                 srcBlendAlpha = GL_SRC_ALPHA;
413                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
414                 break;
415             case WINED3DBLEND_BOTHINVSRCALPHA    :
416                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
417                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
418                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
419                 break;
420             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
421             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
422             default:
423                 FIXME("Unrecognized dst blend alpha value %#x.\n",
424                         stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA]);
425         }
426
427         switch (stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA])
428         {
429             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
430             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
431             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
432             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
433             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
434             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
435             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
436             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
437             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
438             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
439             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
440             case WINED3DBLEND_BOTHSRCALPHA       :
441                 srcBlendAlpha = GL_SRC_ALPHA;
442                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
443                 break;
444             case WINED3DBLEND_BOTHINVSRCALPHA    :
445                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
446                 dstBlendAlpha = GL_SRC_ALPHA;
447                 break;
448             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
449             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
450             default:
451                 FIXME("Unrecognized src blend alpha value %#x.\n",
452                         stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA]);
453         }
454
455         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
456         checkGLcall("glBlendFuncSeparateEXT");
457     } else {
458         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
459         glBlendFunc(srcBlend, dstBlend);
460         checkGLcall("glBlendFunc");
461     }
462
463     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
464         so it may need updating */
465     if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
466         stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
467 }
468
469 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
470 {
471     WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
472 }
473
474 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
475 {
476     const struct wined3d_gl_info *gl_info = context->gl_info;
477     float col[4];
478
479     TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
480     D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
481     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
482     checkGLcall("glBlendColor");
483 }
484
485 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
486 {
487     int glParm = 0;
488     float ref;
489     BOOL enable_ckey = FALSE;
490
491     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
492
493     /* Find out if the texture on the first stage has a ckey set
494      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
495      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
496      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
497      * in case it finds some texture+colorkeyenable combination which needs extra care.
498      */
499     if (stateblock->state.textures[0])
500     {
501         IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
502         GLenum texture_dimensions = texture->baseTexture.target;
503
504         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
505         {
506             IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
507
508             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
509             {
510                 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
511                  * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
512                  * surface has alpha bits */
513                 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
514             }
515         }
516     }
517
518     if (enable_ckey || context->last_was_ckey)
519         stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
520     context->last_was_ckey = enable_ckey;
521
522     if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
523             || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
524     {
525         glEnable(GL_ALPHA_TEST);
526         checkGLcall("glEnable GL_ALPHA_TEST");
527     } else {
528         glDisable(GL_ALPHA_TEST);
529         checkGLcall("glDisable GL_ALPHA_TEST");
530         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
531          * enable call
532          */
533         return;
534     }
535
536     if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
537     {
538         glParm = GL_NOTEQUAL;
539         ref = 0.0f;
540     } else {
541         ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
542         glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
543     }
544     if(glParm) {
545         glAlphaFunc(glParm, ref);
546         checkGLcall("glAlphaFunc");
547     }
548 }
549
550 static void state_clipping(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
551 {
552     const struct wined3d_gl_info *gl_info = context->gl_info;
553     const struct wined3d_state *state = &stateblock->state;
554     DWORD enable  = 0xFFFFFFFF;
555     DWORD disable = 0x00000000;
556
557     if (!stateblock->device->vs_clipping && use_vs(state))
558     {
559         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
560          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
561          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
562          * of that - don't do anything here and keep them disabled
563          */
564         if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
565         {
566             static BOOL warned = FALSE;
567             if(!warned) {
568                 FIXME("Clipping not supported with vertex shaders\n");
569                 warned = TRUE;
570             }
571         }
572         return;
573     }
574
575     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
576      * of already set values
577      */
578
579     /* If enabling / disabling all
580      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
581      */
582     if (state->render_states[WINED3DRS_CLIPPING])
583     {
584         enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
585         disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
586         if (gl_info->supported[ARB_DEPTH_CLAMP])
587         {
588             glDisable(GL_DEPTH_CLAMP);
589             checkGLcall("glDisable(GL_DEPTH_CLAMP)");
590         }
591     } else {
592         disable = 0xffffffff;
593         enable  = 0x00;
594         if (gl_info->supported[ARB_DEPTH_CLAMP])
595         {
596             glEnable(GL_DEPTH_CLAMP);
597             checkGLcall("glEnable(GL_DEPTH_CLAMP)");
598         }
599         else
600         {
601             FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
602         }
603     }
604
605     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
606     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
607     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
608     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
609     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
610     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
611
612     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
613     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
614     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
615     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
616     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
617     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
618
619     /** update clipping status */
620     if (enable)
621     {
622         stateblock->state.clip_status.ClipUnion = 0;
623         stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
624     }
625     else
626     {
627         stateblock->state.clip_status.ClipUnion = 0;
628         stateblock->state.clip_status.ClipIntersection = 0;
629     }
630 }
631
632 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
633 {
634     WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
635 }
636
637 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
638 {
639     const struct wined3d_gl_info *gl_info = context->gl_info;
640     int blendEquation = GL_FUNC_ADD;
641     int blendEquationAlpha = GL_FUNC_ADD;
642
643     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
644     if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
645             && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
646     {
647         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
648         return;
649     }
650
651     switch (stateblock->state.render_states[WINED3DRS_BLENDOP])
652     {
653         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
654         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
655         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
656         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
657         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
658         default:
659             FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x.\n",
660                     stateblock->state.render_states[WINED3DRS_BLENDOP]);
661     }
662
663     switch (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA])
664     {
665         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
666         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
667         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
668         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
669         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
670         default:
671             FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x\n",
672                     stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
673     }
674
675     if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
676     {
677         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
678         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
679         checkGLcall("glBlendEquationSeparateEXT");
680     } else {
681         TRACE("glBlendEquation(%x)\n", blendEquation);
682         GL_EXTCALL(glBlendEquationEXT(blendEquation));
683         checkGLcall("glBlendEquation");
684     }
685 }
686
687 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
688 {
689     const struct wined3d_gl_info *gl_info = context->gl_info;
690     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
691      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
692      * specular color. This is wrong:
693      * Separate specular color means the specular colour is maintained separately, whereas
694      * single color means it is merged in. However in both cases they are being used to
695      * some extent.
696      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
697      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
698      * running 1.4 yet!
699      *
700      *
701      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
702      * Instead, we need to setup the FinalCombiner properly.
703      *
704      * The default setup for the FinalCombiner is:
705      *
706      * <variable>       <input>                             <mapping>               <usage>
707      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
708      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
709      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
710      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
711      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
712      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
713      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
714      *
715      * That's pretty much fine as it is, except for variable B, which needs to take
716      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
717      * whether WINED3DRS_SPECULARENABLE is enabled or not.
718      */
719
720     TRACE("Setting specular enable state and materials\n");
721     if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
722     {
723         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
724         checkGLcall("glMaterialfv");
725
726         if (stateblock->state.material.Power > gl_info->limits.shininess)
727         {
728             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
729              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
730              * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
731              * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
732              * them, it should be safe to do so without major visual distortions.
733              */
734             WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
735             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
736         }
737         else
738         {
739             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
740         }
741         checkGLcall("glMaterialf(GL_SHININESS)");
742
743         if (gl_info->supported[EXT_SECONDARY_COLOR])
744         {
745             glEnable(GL_COLOR_SUM_EXT);
746         }
747         else
748         {
749             TRACE("Specular colors cannot be enabled in this version of opengl\n");
750         }
751         checkGLcall("glEnable(GL_COLOR_SUM)");
752
753         if (gl_info->supported[NV_REGISTER_COMBINERS])
754         {
755             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
756             checkGLcall("glFinalCombinerInputNV()");
757         }
758     } else {
759         static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
760
761         /* for the case of enabled lighting: */
762         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
763         checkGLcall("glMaterialfv");
764
765         /* for the case of disabled lighting: */
766         if (gl_info->supported[EXT_SECONDARY_COLOR])
767         {
768             glDisable(GL_COLOR_SUM_EXT);
769         }
770         else
771         {
772             TRACE("Specular colors cannot be disabled in this version of opengl\n");
773         }
774         checkGLcall("glDisable(GL_COLOR_SUM)");
775
776         if (gl_info->supported[NV_REGISTER_COMBINERS])
777         {
778             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
779             checkGLcall("glFinalCombinerInputNV()");
780         }
781     }
782
783     TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
784             stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
785             stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
786     TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
787             stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
788             stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
789     TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
790             stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
791             stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
792     TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
793             stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
794             stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
795
796     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
797     checkGLcall("glMaterialfv(GL_AMBIENT)");
798     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
799     checkGLcall("glMaterialfv(GL_DIFFUSE)");
800     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
801     checkGLcall("glMaterialfv(GL_EMISSION)");
802 }
803
804 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
805 {
806     const struct wined3d_gl_info *gl_info = context->gl_info;
807     unsigned int i;
808
809     /* Note the texture color applies to all textures whereas
810      * GL_TEXTURE_ENV_COLOR applies to active only
811      */
812     float col[4];
813     D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
814
815     /* And now the default texture color as well */
816     for (i = 0; i < gl_info->limits.texture_stages; ++i)
817     {
818         /* Note the WINED3DRS value applies to all textures, but GL has one
819          * per texture, so apply it now ready to be used!
820          */
821         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
822         checkGLcall("glActiveTextureARB");
823
824         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
825         checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
826     }
827 }
828
829 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
830         GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
831 {
832     const struct wined3d_gl_info *gl_info = context->gl_info;
833
834     glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
835     checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
836     GL_EXTCALL(glActiveStencilFaceEXT(face));
837     checkGLcall("glActiveStencilFaceEXT(...)");
838     glStencilFunc(func, ref, mask);
839     checkGLcall("glStencilFunc(...)");
840     glStencilOp(stencilFail, depthFail, stencilPass);
841     checkGLcall("glStencilOp(...)");
842 }
843
844 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
845 {
846     const struct wined3d_gl_info *gl_info = context->gl_info;
847     DWORD onesided_enable = FALSE;
848     DWORD twosided_enable = FALSE;
849     GLint func = GL_ALWAYS;
850     GLint func_ccw = GL_ALWAYS;
851     GLint ref = 0;
852     GLuint mask = 0;
853     GLint stencilFail = GL_KEEP;
854     GLint depthFail = GL_KEEP;
855     GLint stencilPass = GL_KEEP;
856     GLint stencilFail_ccw = GL_KEEP;
857     GLint depthFail_ccw = GL_KEEP;
858     GLint stencilPass_ccw = GL_KEEP;
859
860     /* No stencil test without a stencil buffer. */
861     if (!stateblock->device->depth_stencil)
862     {
863         glDisable(GL_STENCIL_TEST);
864         checkGLcall("glDisable GL_STENCIL_TEST");
865         return;
866     }
867
868     onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
869     twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
870     if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
871         func = GL_ALWAYS;
872     if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
873         func_ccw = GL_ALWAYS;
874     ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
875     mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
876     stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
877     depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
878     stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
879     stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
880     depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
881     stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
882
883     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
884           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
885           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
886     onesided_enable, twosided_enable, ref, mask,
887     func, stencilFail, depthFail, stencilPass,
888     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
889
890     if (twosided_enable && onesided_enable) {
891         glEnable(GL_STENCIL_TEST);
892         checkGLcall("glEnable GL_STENCIL_TEST");
893
894         if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
895         {
896             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
897              * which has an effect on the code below too. If we apply the front face
898              * afterwards, we are sure that the active stencil face is set to front,
899              * and other stencil functions which do not use two sided stencil do not have
900              * to set it back
901              */
902             renderstate_stencil_twosided(context, GL_BACK,
903                     func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
904             renderstate_stencil_twosided(context, GL_FRONT,
905                     func, ref, mask, stencilFail, depthFail, stencilPass);
906         }
907         else if (gl_info->supported[ATI_SEPARATE_STENCIL])
908         {
909             GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
910             checkGLcall("glStencilFuncSeparateATI(...)");
911             GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
912             checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
913             GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
914             checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
915         } else {
916             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
917         }
918     }
919     else if(onesided_enable)
920     {
921         if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
922         {
923             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
924             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
925         }
926
927         /* This code disables the ATI extension as well, since the standard stencil functions are equal
928          * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
929          */
930         glEnable(GL_STENCIL_TEST);
931         checkGLcall("glEnable GL_STENCIL_TEST");
932         glStencilFunc(func, ref, mask);
933         checkGLcall("glStencilFunc(...)");
934         glStencilOp(stencilFail, depthFail, stencilPass);
935         checkGLcall("glStencilOp(...)");
936     } else {
937         glDisable(GL_STENCIL_TEST);
938         checkGLcall("glDisable GL_STENCIL_TEST");
939     }
940 }
941
942 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
943 {
944     DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
945     const struct wined3d_gl_info *gl_info = context->gl_info;
946
947     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
948     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
949     glStencilMask(mask);
950     checkGLcall("glStencilMask");
951     GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
952     checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
953     glStencilMask(mask);
954 }
955
956 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
957 {
958     DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
959
960     glStencilMask(mask);
961     checkGLcall("glStencilMask");
962 }
963
964 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
965 {
966
967     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
968
969     if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
970
971     /* Table fog on: Never use fog coords, and use per-fragment fog */
972     if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
973     {
974         glHint(GL_FOG_HINT, GL_NICEST);
975         if(context->fog_coord) {
976             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
977             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
978             context->fog_coord = FALSE;
979         }
980         return;
981     }
982
983     /* Otherwise use per-vertex fog in any case */
984     glHint(GL_FOG_HINT, GL_FASTEST);
985
986     if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
987     {
988         /* No fog at all, or transformed vertices: Use fog coord */
989         if(!context->fog_coord) {
990             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
991             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
992             context->fog_coord = TRUE;
993         }
994     } else {
995         /* Otherwise, use the fragment depth */
996         if(context->fog_coord) {
997             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
998             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
999             context->fog_coord = FALSE;
1000         }
1001     }
1002 }
1003
1004 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1005 {
1006     float fogstart, fogend;
1007     union {
1008         DWORD d;
1009         float f;
1010     } tmpvalue;
1011
1012     switch(context->fog_source) {
1013         case FOGSOURCE_VS:
1014             fogstart = 1.0f;
1015             fogend = 0.0f;
1016             break;
1017
1018         case FOGSOURCE_COORD:
1019             fogstart = 255.0f;
1020             fogend = 0.0f;
1021             break;
1022
1023         case FOGSOURCE_FFP:
1024             tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
1025             fogstart = tmpvalue.f;
1026             tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
1027             fogend = tmpvalue.f;
1028             /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
1029             if(fogstart == fogend) {
1030                 fogstart = -1.0f / 0.0f;
1031                 fogend = 0.0f;
1032             }
1033             break;
1034
1035         default:
1036             /* This should not happen.context->fog_source is set in wined3d, not the app.
1037              * Still this is needed to make the compiler happy
1038              */
1039             ERR("Unexpected fog coordinate source\n");
1040             fogstart = 0.0f;
1041             fogend = 0.0f;
1042     }
1043
1044     glFogf(GL_FOG_START, fogstart);
1045     checkGLcall("glFogf(GL_FOG_START, fogstart)");
1046     TRACE("Fog Start == %f\n", fogstart);
1047
1048     glFogf(GL_FOG_END, fogend);
1049     checkGLcall("glFogf(GL_FOG_END, fogend)");
1050     TRACE("Fog End == %f\n", fogend);
1051 }
1052
1053 void state_fog_fragpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1054 {
1055     const struct wined3d_state *state = &stateblock->state;
1056     enum fogsource new_source;
1057
1058     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
1059
1060     if (!state->render_states[WINED3DRS_FOGENABLE])
1061     {
1062         /* No fog? Disable it, and we're done :-) */
1063         glDisableWINE(GL_FOG);
1064         checkGLcall("glDisable GL_FOG");
1065         return;
1066     }
1067
1068     /* Fog Rules:
1069      *
1070      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1071      * It can use the Z value of the vertex, or the alpha component of the specular color.
1072      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1073      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1074      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1075      *
1076      * FOGTABLEMODE != NONE:
1077      *  The Z value is used, with the equation specified, no matter what vertex type.
1078      *
1079      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1080      *  Per vertex fog is calculated using the specified fog equation and the parameters
1081      *
1082      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1083      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1084      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1085      *
1086      *
1087      * Rules for vertex fog with shaders:
1088      *
1089      * When mixing fixed function functionality with the programmable pipeline, D3D expects
1090      * the fog computation to happen during transformation while openGL expects it to happen
1091      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1092      * the pixel shader while openGL always expects the pixel shader to handle the blending.
1093      * To solve this problem, WineD3D does:
1094      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1095      * shader,
1096      * and 2) disables the fog computation (in either the fixed function or programmable
1097      * rasterizer) if using a vertex program.
1098      *
1099      * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1100      * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1101      * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1102      * the specular color, a vertex shader counts as pretransformed geometry in this case.
1103      * There are some GL differences between specular fog coords and vertex shaders though.
1104      *
1105      * With table fog the vertex shader fog coordinate is ignored.
1106      *
1107      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1108      * without shaders).
1109      */
1110
1111     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1112      * the system will apply only pixel(=table) fog effects."
1113      */
1114     if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1115     {
1116         if (use_vs(state))
1117         {
1118             glFogi(GL_FOG_MODE, GL_LINEAR);
1119             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1120             new_source = FOGSOURCE_VS;
1121         }
1122         else
1123         {
1124             switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1125             {
1126                 /* If processed vertices are used, fall through to the NONE case */
1127                 case WINED3DFOG_EXP:
1128                     if(!context->last_was_rhw) {
1129                         glFogi(GL_FOG_MODE, GL_EXP);
1130                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1131                         new_source = FOGSOURCE_FFP;
1132                         break;
1133                     }
1134                     /* drop through */
1135
1136                 case WINED3DFOG_EXP2:
1137                     if(!context->last_was_rhw) {
1138                         glFogi(GL_FOG_MODE, GL_EXP2);
1139                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1140                         new_source = FOGSOURCE_FFP;
1141                         break;
1142                     }
1143                     /* drop through */
1144
1145                 case WINED3DFOG_LINEAR:
1146                     if(!context->last_was_rhw) {
1147                         glFogi(GL_FOG_MODE, GL_LINEAR);
1148                         checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1149                         new_source = FOGSOURCE_FFP;
1150                         break;
1151                     }
1152                     /* drop through */
1153
1154                 case WINED3DFOG_NONE:
1155                     /* Both are none? According to msdn the alpha channel of the specular
1156                      * color contains a fog factor. Set it in drawStridedSlow.
1157                      * Same happens with Vertexfog on transformed vertices
1158                      */
1159                     new_source = FOGSOURCE_COORD;
1160                     glFogi(GL_FOG_MODE, GL_LINEAR);
1161                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1162                     break;
1163
1164                 default:
1165                     FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1166                             state->render_states[WINED3DRS_FOGVERTEXMODE]);
1167                     new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1168             }
1169         }
1170     } else {
1171         new_source = FOGSOURCE_FFP;
1172
1173         switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1174         {
1175             case WINED3DFOG_EXP:
1176                 glFogi(GL_FOG_MODE, GL_EXP);
1177                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1178                 break;
1179
1180             case WINED3DFOG_EXP2:
1181                 glFogi(GL_FOG_MODE, GL_EXP2);
1182                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1183                 break;
1184
1185             case WINED3DFOG_LINEAR:
1186                 glFogi(GL_FOG_MODE, GL_LINEAR);
1187                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1188                 break;
1189
1190             case WINED3DFOG_NONE:   /* Won't happen */
1191             default:
1192                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1193                         state->render_states[WINED3DRS_FOGTABLEMODE]);
1194         }
1195     }
1196
1197     glEnableWINE(GL_FOG);
1198     checkGLcall("glEnable GL_FOG");
1199     if(new_source != context->fog_source) {
1200         context->fog_source = new_source;
1201         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1202     }
1203 }
1204
1205 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1206 {
1207     if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1208         WARN("Range fog enabled, but not supported by this opengl implementation\n");
1209 }
1210
1211 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1212 {
1213     if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1214     {
1215         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1216         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1217     } else {
1218         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1219         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1220     }
1221 }
1222
1223 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1224 {
1225     float col[4];
1226     D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1227     glFogfv(GL_FOG_COLOR, &col[0]);
1228     checkGLcall("glFog GL_FOG_COLOR");
1229 }
1230
1231 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1232 {
1233     union {
1234         DWORD d;
1235         float f;
1236     } tmpvalue;
1237     tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1238     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1239     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1240 }
1241
1242 static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1243 {
1244     const struct wined3d_state *state = &stateblock->state;
1245     IWineD3DDeviceImpl *device = stateblock->device;
1246     GLenum Parm = 0;
1247
1248     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1249      * The vertex declaration will call this function if the fixed function pipeline is used.
1250      */
1251
1252     if(isStateDirty(context, STATE_VDECL)) {
1253         return;
1254     }
1255
1256     context->num_untracked_materials = 0;
1257     if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1258             && state->render_states[WINED3DRS_COLORVERTEX])
1259     {
1260         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1261                 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1262                 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1263                 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1264                 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1265
1266         if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1267         {
1268             if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1269                 Parm = GL_AMBIENT_AND_DIFFUSE;
1270             else
1271                 Parm = GL_DIFFUSE;
1272             if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1273             {
1274                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1275                 context->num_untracked_materials++;
1276             }
1277             if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1278             {
1279                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1280                 context->num_untracked_materials++;
1281             }
1282         }
1283         else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1284         {
1285             Parm = GL_AMBIENT;
1286             if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1287             {
1288                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1289                 context->num_untracked_materials++;
1290             }
1291             if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1292             {
1293                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1294                 context->num_untracked_materials++;
1295             }
1296         }
1297         else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1298         {
1299             Parm = GL_EMISSION;
1300             if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1301             {
1302                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1303                 context->num_untracked_materials++;
1304             }
1305         }
1306         else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1307         {
1308             Parm = GL_SPECULAR;
1309         }
1310     }
1311
1312     /* Nothing changed, return. */
1313     if (Parm == context->tracking_parm) return;
1314
1315     if(!Parm) {
1316         glDisable(GL_COLOR_MATERIAL);
1317         checkGLcall("glDisable GL_COLOR_MATERIAL");
1318     } else {
1319         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1320         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1321         glEnable(GL_COLOR_MATERIAL);
1322         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1323     }
1324
1325     /* Apparently calls to glMaterialfv are ignored for properties we're
1326      * tracking with glColorMaterial, so apply those here. */
1327     switch (context->tracking_parm) {
1328         case GL_AMBIENT_AND_DIFFUSE:
1329             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1330             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1331             checkGLcall("glMaterialfv");
1332             break;
1333
1334         case GL_DIFFUSE:
1335             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1336             checkGLcall("glMaterialfv");
1337             break;
1338
1339         case GL_AMBIENT:
1340             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1341             checkGLcall("glMaterialfv");
1342             break;
1343
1344         case GL_EMISSION:
1345             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1346             checkGLcall("glMaterialfv");
1347             break;
1348
1349         case GL_SPECULAR:
1350             /* Only change material color if specular is enabled, otherwise it is set to black */
1351             if (state->render_states[WINED3DRS_SPECULARENABLE])
1352             {
1353                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1354                 checkGLcall("glMaterialfv");
1355             } else {
1356                 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1357                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1358                 checkGLcall("glMaterialfv");
1359             }
1360             break;
1361     }
1362
1363     context->tracking_parm = Parm;
1364 }
1365
1366 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1367 {
1368     union {
1369         DWORD                 d;
1370         WINED3DLINEPATTERN    lp;
1371     } tmppattern;
1372     tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1373
1374     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1375
1376     if (tmppattern.lp.wRepeatFactor) {
1377         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1378         checkGLcall("glLineStipple(repeat, linepattern)");
1379         glEnable(GL_LINE_STIPPLE);
1380         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1381     } else {
1382         glDisable(GL_LINE_STIPPLE);
1383         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1384     }
1385 }
1386
1387 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1388 {
1389     union {
1390         DWORD d;
1391         float f;
1392     } tmpvalue;
1393
1394     if (stateblock->state.render_states[WINED3DRS_ZBIAS])
1395     {
1396         tmpvalue.d = stateblock->state.render_states[WINED3DRS_ZBIAS];
1397         TRACE("ZBias value %f\n", tmpvalue.f);
1398         glPolygonOffset(0, -tmpvalue.f);
1399         checkGLcall("glPolygonOffset(0, -Value)");
1400         glEnable(GL_POLYGON_OFFSET_FILL);
1401         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1402         glEnable(GL_POLYGON_OFFSET_LINE);
1403         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1404         glEnable(GL_POLYGON_OFFSET_POINT);
1405         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1406     } else {
1407         glDisable(GL_POLYGON_OFFSET_FILL);
1408         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1409         glDisable(GL_POLYGON_OFFSET_LINE);
1410         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1411         glDisable(GL_POLYGON_OFFSET_POINT);
1412         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1413     }
1414 }
1415
1416
1417 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1418 {
1419     if(isStateDirty(context, STATE_VDECL)) {
1420         return;
1421     }
1422     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1423      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1424      * by zero and is not properly defined in opengl, so avoid it
1425      */
1426     if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1427             && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1428     {
1429         glEnable(GL_NORMALIZE);
1430         checkGLcall("glEnable(GL_NORMALIZE);");
1431     } else {
1432         glDisable(GL_NORMALIZE);
1433         checkGLcall("glDisable(GL_NORMALIZE);");
1434     }
1435 }
1436
1437 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1438 {
1439     union {
1440         DWORD d;
1441         float f;
1442     } tmpvalue;
1443
1444     tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1445     if (tmpvalue.f != 1.0f)
1446     {
1447         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1448     }
1449     tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1450     if (tmpvalue.f != 64.0f)
1451     {
1452         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1453     }
1454
1455 }
1456
1457 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1458 {
1459     const struct wined3d_gl_info *gl_info = context->gl_info;
1460     union
1461     {
1462         DWORD d;
1463         float f;
1464     } min, max;
1465
1466     min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1467     max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1468
1469     /* Max point size trumps min point size */
1470     if(min.f > max.f) {
1471         min.f = max.f;
1472     }
1473
1474     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1475     checkGLcall("glPointParameterfEXT(...)");
1476     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1477     checkGLcall("glPointParameterfEXT(...)");
1478 }
1479
1480 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1481 {
1482     const struct wined3d_gl_info *gl_info = context->gl_info;
1483     union
1484     {
1485         DWORD d;
1486         float f;
1487     } min, max;
1488
1489     min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1490     max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1491
1492     /* Max point size trumps min point size */
1493     if(min.f > max.f) {
1494         min.f = max.f;
1495     }
1496
1497     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1498     checkGLcall("glPointParameterfARB(...)");
1499     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1500     checkGLcall("glPointParameterfARB(...)");
1501 }
1502
1503 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1504 {
1505     const struct wined3d_gl_info *gl_info = context->gl_info;
1506     /* TODO: Group this with the viewport */
1507     /*
1508      * POINTSCALEENABLE controls how point size value is treated. If set to
1509      * true, the point size is scaled with respect to height of viewport.
1510      * When set to false point size is in pixels.
1511      */
1512
1513     /* Default values */
1514     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1515     union {
1516         DWORD d;
1517         float f;
1518     } pointSize, A, B, C;
1519
1520     pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1521     A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1522     B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1523     C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1524
1525     if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1526     {
1527         GLfloat scaleFactor;
1528         DWORD h = stateblock->state.viewport.Height;
1529
1530         if (pointSize.f < gl_info->limits.pointsize_min)
1531         {
1532             /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1533              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1534              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1535              * are less than 1.0f. scale_factor =  1.0f / point_size.
1536              */
1537             scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1538             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1539              * is 1.0, but then accepts points below that and draws too small points
1540              */
1541             pointSize.f = gl_info->limits.pointsize_min;
1542         }
1543         else if(pointSize.f > gl_info->limits.pointsize_max)
1544         {
1545             /* gl already scales the input to glPointSize,
1546              * d3d scales the result after the point size scale.
1547              * If the point size is bigger than the max size, use the
1548              * scaling to scale it bigger, and set the gl point size to max
1549              */
1550             scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1551             TRACE("scale: %f\n", scaleFactor);
1552             pointSize.f = gl_info->limits.pointsize_max;
1553         } else {
1554             scaleFactor = 1.0f;
1555         }
1556         scaleFactor = powf(h * scaleFactor, 2);
1557
1558         att[0] = A.f / scaleFactor;
1559         att[1] = B.f / scaleFactor;
1560         att[2] = C.f / scaleFactor;
1561     }
1562
1563     if (gl_info->supported[ARB_POINT_PARAMETERS])
1564     {
1565         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1566         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1567     }
1568     else if (gl_info->supported[EXT_POINT_PARAMETERS])
1569     {
1570         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1571         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1572     }
1573     else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1574     {
1575         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1576     }
1577
1578     glPointSize(pointSize.f);
1579     checkGLcall("glPointSize(...);");
1580 }
1581
1582 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1583 {
1584     WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1585 }
1586
1587 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1588 {
1589     DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1590     DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1591     DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1592     DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1593
1594     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1595             mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1596             mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1597             mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1598             mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1599     glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1600             mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1601             mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1602             mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1603     checkGLcall("glColorMask(...)");
1604
1605     if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1606         || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1607     {
1608         FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1609             mask0, mask1, mask2, mask3);
1610         FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1611     }
1612 }
1613
1614 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1615 {
1616     GL_EXTCALL(glColorMaskIndexedEXT(index,
1617             mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1618             mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1619             mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1620             mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1621 }
1622
1623 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1624 {
1625     set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1626 }
1627
1628 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1629 {
1630     set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1631 }
1632
1633 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1634 {
1635     set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1636 }
1637
1638 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1639 {
1640     set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1641 }
1642
1643 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1644 {
1645     if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1646     {
1647         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1648         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1649     } else {
1650         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1651         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1652     }
1653 }
1654
1655 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1656 {
1657     if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1658     {
1659         TRACE("Last Pixel Drawing Enabled\n");
1660     } else {
1661         static BOOL warned;
1662         if (!warned) {
1663             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1664             warned = TRUE;
1665         } else {
1666             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1667         }
1668     }
1669 }
1670
1671 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1672 {
1673     static BOOL warned;
1674
1675     /* TODO: NV_POINT_SPRITE */
1676     if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1677     {
1678         /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1679         FIXME("Point sprites not supported\n");
1680         warned = TRUE;
1681     }
1682 }
1683
1684 static void state_pointsprite(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1685 {
1686     const struct wined3d_gl_info *gl_info = context->gl_info;
1687     const struct wined3d_state *state = &stateblock->state;
1688
1689     if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1690     {
1691         static BOOL warned;
1692
1693         if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1694         {
1695             if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1696             {
1697                 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1698                 warned = TRUE;
1699             }
1700         }
1701
1702         glEnable(GL_POINT_SPRITE_ARB);
1703         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1704     } else {
1705         glDisable(GL_POINT_SPRITE_ARB);
1706         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1707     }
1708 }
1709
1710 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1711 {
1712     /**
1713      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1714      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1715      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1716      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1717
1718      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1719      */
1720     if (stateblock->state.render_states[WINED3DRS_WRAP0]
1721             || stateblock->state.render_states[WINED3DRS_WRAP1]
1722             || stateblock->state.render_states[WINED3DRS_WRAP2]
1723             || stateblock->state.render_states[WINED3DRS_WRAP3]
1724             || stateblock->state.render_states[WINED3DRS_WRAP4]
1725             || stateblock->state.render_states[WINED3DRS_WRAP5]
1726             || stateblock->state.render_states[WINED3DRS_WRAP6]
1727             || stateblock->state.render_states[WINED3DRS_WRAP7]
1728             || stateblock->state.render_states[WINED3DRS_WRAP8]
1729             || stateblock->state.render_states[WINED3DRS_WRAP9]
1730             || stateblock->state.render_states[WINED3DRS_WRAP10]
1731             || stateblock->state.render_states[WINED3DRS_WRAP11]
1732             || stateblock->state.render_states[WINED3DRS_WRAP12]
1733             || stateblock->state.render_states[WINED3DRS_WRAP13]
1734             || stateblock->state.render_states[WINED3DRS_WRAP14]
1735             || stateblock->state.render_states[WINED3DRS_WRAP15])
1736     {
1737         FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1738     }
1739 }
1740
1741 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1742 {
1743     if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1744         WARN("Multisample antialiasing not supported by gl\n");
1745 }
1746
1747 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1748 {
1749     if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1750     {
1751         glEnable(GL_MULTISAMPLE_ARB);
1752         checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1753     } else {
1754         glDisable(GL_MULTISAMPLE_ARB);
1755         checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1756     }
1757 }
1758
1759 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1760 {
1761     if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1762     {
1763         glEnable(GL_SCISSOR_TEST);
1764         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1765     } else {
1766         glDisable(GL_SCISSOR_TEST);
1767         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1768     }
1769 }
1770
1771 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1772  * OpenGL the bias is specified in units of "the smallest value that is
1773  * guaranteed to produce a resolvable offset for a given implementation". To
1774  * convert from D3D to GL we need to divide the D3D depth bias by that value.
1775  * There's no practical way to retrieve that value from a given GL
1776  * implementation, but the D3D application has essentially the same problem,
1777  * which makes a guess of 1e-6f seem reasonable here. Note that
1778  * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1779  * need to be scaled. */
1780 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1781 {
1782     if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1783             || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1784     {
1785         union
1786         {
1787             DWORD d;
1788             float f;
1789         } scale_bias, const_bias;
1790
1791         scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1792         const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1793
1794         glEnable(GL_POLYGON_OFFSET_FILL);
1795         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1796
1797         glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1798         checkGLcall("glPolygonOffset(...)");
1799     } else {
1800         glDisable(GL_POLYGON_OFFSET_FILL);
1801         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1802     }
1803 }
1804
1805 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1806 {
1807     if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1808         FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1809 }
1810
1811 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1812 {
1813     if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1814     {
1815         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1816         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1817     } else {
1818         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1819         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1820     }
1821 }
1822
1823 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1824 {
1825     if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1826         FIXME(" Stippled Alpha not supported yet.\n");
1827 }
1828
1829 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1830 {
1831     if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1832         FIXME("Antialias not supported yet.\n");
1833 }
1834
1835 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1836 {
1837     if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1838         FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1839                 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1840 }
1841
1842 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1843 {
1844     if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1845         FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1846                 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1847 }
1848
1849 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1850 {
1851     union {
1852         DWORD d;
1853         float f;
1854     } tmpvalue;
1855     tmpvalue.f = 1.0f;
1856
1857     if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1858     {
1859         static BOOL displayed = FALSE;
1860
1861         tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1862         if(!displayed)
1863             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1864
1865         displayed = TRUE;
1866     }
1867 }
1868
1869 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1870 {
1871     if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1872         FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1873                 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1874 }
1875
1876 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1877 {
1878     if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1879         FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1880                 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1881 }
1882
1883 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1884 {
1885     if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1886         FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1887                 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1888 }
1889
1890 static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1891 {
1892     union {
1893         DWORD d;
1894         float f;
1895     } zmin, zmax;
1896
1897     const struct wined3d_gl_info *gl_info = context->gl_info;
1898
1899     if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1900     {
1901         zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1902         zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1903
1904         /* If zmin is larger than zmax INVALID_VALUE error is generated.
1905          * In d3d9 test is not performed in this case*/
1906         if (zmin.f <= zmax.f)
1907         {
1908             glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1909             checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1910             GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1911             checkGLcall("glDepthBoundsEXT(...)");
1912         }
1913         else {
1914             glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1915             checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1916         }
1917     }
1918     else {
1919         glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1920         checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1921     }
1922
1923     state_tessellation(state, stateblock, context);
1924 }
1925
1926 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1927 {
1928     if (stateblock->state.render_states[WINED3DRS_WRAPU])
1929         FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1930 }
1931
1932 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1933 {
1934     if (stateblock->state.render_states[WINED3DRS_WRAPV])
1935         FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1936 }
1937
1938 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1939 {
1940     if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1941         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1942 }
1943
1944 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1945 {
1946     if (stateblock->state.render_states[WINED3DRS_ROP2])
1947         FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1948 }
1949
1950 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1951 {
1952     if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1953         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1954 }
1955
1956 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1957 {
1958     if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1959         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1960 }
1961
1962 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1963 {
1964     if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1965         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1966 }
1967
1968 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1969 {
1970     if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1971         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1972 }
1973
1974 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1975 {
1976     if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1977         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1978 }
1979
1980 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1981 {
1982     if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1983         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1984 }
1985
1986 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1987 {
1988     if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1989         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1990 }
1991
1992 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1993 {
1994     if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1995         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1996 }
1997
1998 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1999 {
2000     if (stateblock->state.render_states[WINED3DRS_EXTENTS])
2001         FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
2002 }
2003
2004 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2005 {
2006     if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
2007         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
2008 }
2009
2010 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2011 {
2012     if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
2013         FIXME("Software vertex processing not implemented.\n");
2014 }
2015
2016 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
2017 #if defined (GL_VERSION_1_3)
2018 # define useext(A) A
2019 #elif defined (GL_EXT_texture_env_combine)
2020 # define useext(A) A##_EXT
2021 #elif defined (GL_ARB_texture_env_combine)
2022 # define useext(A) A##_ARB
2023 #endif
2024
2025 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2026     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2027     * input should be used for all input components. The WINED3DTA_COMPLEMENT
2028     * flag specifies the complement of the input should be used. */
2029     BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2030     BOOL complement = arg & WINED3DTA_COMPLEMENT;
2031
2032     /* Calculate the operand */
2033     if (complement) {
2034         if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2035         else *operand = GL_ONE_MINUS_SRC_COLOR;
2036     } else {
2037         if (from_alpha) *operand = GL_SRC_ALPHA;
2038         else *operand = GL_SRC_COLOR;
2039     }
2040
2041     /* Calculate the source */
2042     switch (arg & WINED3DTA_SELECTMASK) {
2043         case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2044         case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2045         case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2046         case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2047         case WINED3DTA_SPECULAR:
2048             /*
2049             * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2050             * 'Secondary color' and isn't supported until base GL supports it
2051             * There is no concept of temp registers as far as I can tell
2052             */
2053             FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2054             *source = GL_TEXTURE;
2055             break;
2056         default:
2057             FIXME("Unrecognized texture arg %#x\n", arg);
2058             *source = GL_TEXTURE;
2059             break;
2060     }
2061 }
2062
2063 /* Setup the texture operations texture stage states */
2064 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2065         BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2066 {
2067     GLenum src1, src2, src3;
2068     GLenum opr1, opr2, opr3;
2069     GLenum comb_target;
2070     GLenum src0_target, src1_target, src2_target;
2071     GLenum opr0_target, opr1_target, opr2_target;
2072     GLenum scal_target;
2073     GLenum opr=0, invopr, src3_target, opr3_target;
2074     BOOL Handled = FALSE;
2075
2076     TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2077
2078     /* This is called by a state handler which has the gl lock held and a context for the thread */
2079
2080         /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2081     the form (a1 <operation> a2). However, some of the more complex operations
2082     take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2083     in a third parameter called a0. Therefore these are operations of the form
2084     a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2085
2086     However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2087     functions below, expect their syntax to differ slightly to those listed in the
2088     manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2089     This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP                     */
2090
2091     if (isAlpha) {
2092         comb_target = useext(GL_COMBINE_ALPHA);
2093         src0_target = useext(GL_SOURCE0_ALPHA);
2094         src1_target = useext(GL_SOURCE1_ALPHA);
2095         src2_target = useext(GL_SOURCE2_ALPHA);
2096         opr0_target = useext(GL_OPERAND0_ALPHA);
2097         opr1_target = useext(GL_OPERAND1_ALPHA);
2098         opr2_target = useext(GL_OPERAND2_ALPHA);
2099         scal_target = GL_ALPHA_SCALE;
2100     }
2101     else {
2102         comb_target = useext(GL_COMBINE_RGB);
2103         src0_target = useext(GL_SOURCE0_RGB);
2104         src1_target = useext(GL_SOURCE1_RGB);
2105         src2_target = useext(GL_SOURCE2_RGB);
2106         opr0_target = useext(GL_OPERAND0_RGB);
2107         opr1_target = useext(GL_OPERAND1_RGB);
2108         opr2_target = useext(GL_OPERAND2_RGB);
2109         scal_target = useext(GL_RGB_SCALE);
2110     }
2111
2112         /* If a texture stage references an invalid texture unit the stage just
2113         * passes through the result from the previous stage */
2114     if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2115     {
2116         arg1 = WINED3DTA_CURRENT;
2117         op = WINED3DTOP_SELECTARG1;
2118     }
2119
2120     if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2121     {
2122         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2123     } else {
2124         get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2125     }
2126     get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2127     get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2128
2129     TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2130
2131     Handled = TRUE; /* Assume will be handled */
2132
2133     /* Other texture operations require special extensions: */
2134     if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2135     {
2136         if (isAlpha) {
2137             opr = GL_SRC_ALPHA;
2138             invopr = GL_ONE_MINUS_SRC_ALPHA;
2139             src3_target = GL_SOURCE3_ALPHA_NV;
2140             opr3_target = GL_OPERAND3_ALPHA_NV;
2141         } else {
2142             opr = GL_SRC_COLOR;
2143             invopr = GL_ONE_MINUS_SRC_COLOR;
2144             src3_target = GL_SOURCE3_RGB_NV;
2145             opr3_target = GL_OPERAND3_RGB_NV;
2146         }
2147         switch (op) {
2148             case WINED3DTOP_DISABLE: /* Only for alpha */
2149                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2150                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2151                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2152                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2153                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2154                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2155                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2156                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2157                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2158                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2159                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2160                 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2161                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2162                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2163                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2164                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2165                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2166                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2167                 break;
2168                 case WINED3DTOP_SELECTARG1:                                          /* = a1 * 1 + 0 * 0 */
2169                 case WINED3DTOP_SELECTARG2:                                          /* = a2 * 1 + 0 * 0 */
2170                     glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2171                     checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2172                     if (op == WINED3DTOP_SELECTARG1) {
2173                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2174                         checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2175                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2176                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2177                     } else {
2178                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2179                         checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2180                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2181                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2182                     }
2183                     glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2184                     checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2185                     glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2186                     checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2187                     glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2188                     checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2189                     glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2190                     checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2191                     glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2192                     checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2193                     glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2194                     checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2195                     break;
2196
2197             case WINED3DTOP_MODULATE:
2198                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2199                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2200                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2201                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2202                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2203                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2204                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2205                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2206                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2207                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2208                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2209                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2210                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2211                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2212                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2213                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2214                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2215                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2216                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2217                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2218                 break;
2219             case WINED3DTOP_MODULATE2X:
2220                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2221                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2222                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2223                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2224                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2225                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2226                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2227                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2228                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2229                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2230                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2231                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2232                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2233                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2234                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2235                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2236                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2237                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2238                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2239                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2240                 break;
2241             case WINED3DTOP_MODULATE4X:
2242                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2243                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2244                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2245                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2246                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2247                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2248                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2249                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2250                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2251                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2252                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2253                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2254                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2255                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2256                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2257                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2258                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2259                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2260                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2261                 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2262                 break;
2263
2264             case WINED3DTOP_ADD:
2265                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2266                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2267                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2268                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2269                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2270                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2271                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2272                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2273                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2274                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2275                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2276                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2277                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2278                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2279                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2280                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2281                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2282                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2283                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2284                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2285                 break;
2286
2287             case WINED3DTOP_ADDSIGNED:
2288                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2289                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2290                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2291                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2292                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2293                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2294                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2295                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2296                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2297                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2298                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2299                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2300                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2301                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2302                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2303                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2304                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2305                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2306                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2307                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2308                 break;
2309
2310             case WINED3DTOP_ADDSIGNED2X:
2311                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2312                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2313                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2314                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2315                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2316                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2317                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2318                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2319                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2320                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2321                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2322                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2323                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2324                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2325                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2326                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2327                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2328                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2329                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2330                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2331                 break;
2332
2333             case WINED3DTOP_ADDSMOOTH:
2334                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2335                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2336                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2337                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2338                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2339                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2340                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2341                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2342                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2343                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2344                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2345                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2346                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2347                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2348                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2349                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2350                 switch (opr1) {
2351                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2352                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2353                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2354                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2355                 }
2356                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2357                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2358                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2359                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2360                 break;
2361
2362             case WINED3DTOP_BLENDDIFFUSEALPHA:
2363                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2364                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2365                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2366                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2367                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2368                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2369                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2370                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2371                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2372                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2373                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2374                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2375                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2376                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2377                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2378                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2379                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2380                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2381                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2382                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2383                 break;
2384             case WINED3DTOP_BLENDTEXTUREALPHA:
2385                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2386                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2387                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2388                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2389                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2390                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2391                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2392                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2393                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2394                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2395                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2396                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2397                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2398                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2399                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2400                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2401                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2402                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2403                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2404                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2405                 break;
2406             case WINED3DTOP_BLENDFACTORALPHA:
2407                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2408                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2409                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2410                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2411                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2412                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2413                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2414                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2415                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2416                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2417                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2418                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2419                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2420                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2421                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2422                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2423                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2424                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2425                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2426                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2427                 break;
2428             case WINED3DTOP_BLENDTEXTUREALPHAPM:
2429                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2430                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2431                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2432                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2433                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2434                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2435                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2436                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2437                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2438                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2439                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2440                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2441                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2442                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2443                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2444                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2445                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2446                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2447                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2448                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2449                 break;
2450             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2451                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2452                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");  /* Add = a0*a1 + a2*a3 */
2453                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);        /*   a0 = src1/opr1    */
2454                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2455                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2456                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");    /*   a1 = 1 (see docs) */
2457                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2458                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2459                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2460                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2461                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);        /*   a2 = arg2         */
2462                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2463                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2464                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");     /*  a3 = src1 alpha   */
2465                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2466                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2467                 switch (opr) {
2468                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2469                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2470                 }
2471                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2472                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2473                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2474                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2475                 break;
2476             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2477                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2478                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2479                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2480                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2481                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2482                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2483                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2484                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2485                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2486                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2487                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2488                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2489                 switch (opr1) {
2490                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2491                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2492                 }
2493                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2494                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2495                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2496                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2497                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2498                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2499                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2500                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2501                 break;
2502             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2503                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2504                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2505                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2506                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2507                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2508                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2509                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2510                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2511                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2512                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2513                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2514                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2515                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2516                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2517                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2518                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2519                 switch (opr1) {
2520                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2521                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2522                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2523                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2524                 }
2525                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2526                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2527                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2528                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2529                 break;
2530             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2531                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2532                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2533                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2534                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2535                 switch (opr1) {
2536                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2537                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2538                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2539                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2540                 }
2541                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2542                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2543                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2544                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2545                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2546                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2547                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2548                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2549                 switch (opr1) {
2550                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2551                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2552                 }
2553                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2554                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2555                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2556                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2557                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2558                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2559                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2560                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561                 break;
2562             case WINED3DTOP_MULTIPLYADD:
2563                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2564                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2565                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2566                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2567                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2568                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2569                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2570                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2571                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2572                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2573                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2574                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2575                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2576                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2577                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2578                 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2579                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2580                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2581                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2582                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2583                 break;
2584
2585             case WINED3DTOP_BUMPENVMAP:
2586             {
2587             }
2588
2589             case WINED3DTOP_BUMPENVMAPLUMINANCE:
2590                 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2591
2592             default:
2593                 Handled = FALSE;
2594         }
2595         if (Handled) {
2596             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2597             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2598
2599             return;
2600         }
2601     } /* GL_NV_texture_env_combine4 */
2602
2603     Handled = TRUE; /* Again, assume handled */
2604     switch (op) {
2605         case WINED3DTOP_DISABLE: /* Only for alpha */
2606             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2607             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2608             glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2609             checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2610             glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2611             checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2612             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2613             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2614             break;
2615         case WINED3DTOP_SELECTARG1:
2616             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2617             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2618             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2619             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2620             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2621             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2622             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2623             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624             break;
2625         case WINED3DTOP_SELECTARG2:
2626             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2627             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2628             glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2629             checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2630             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2631             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2632             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2633             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2634             break;
2635         case WINED3DTOP_MODULATE:
2636             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2637             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2638             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2639             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2640             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2641             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2642             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2643             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2644             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2645             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2646             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2647             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2648             break;
2649         case WINED3DTOP_MODULATE2X:
2650             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2651             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2652             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2653             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2654             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2655             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2656             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2657             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2658             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2659             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2660             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2661             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2662             break;
2663         case WINED3DTOP_MODULATE4X:
2664             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2665             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2666             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2667             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2668             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2669             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2670             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2671             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2672             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2673             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2674             glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2675             checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2676             break;
2677         case WINED3DTOP_ADD:
2678             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2679             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2680             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2681             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2682             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2683             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2684             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2685             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2686             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2687             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2688             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2689             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2690             break;
2691         case WINED3DTOP_ADDSIGNED:
2692             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2693             checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2694             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2695             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2696             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2697             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2698             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2699             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2700             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2701             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2702             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2703             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2704             break;
2705         case WINED3DTOP_ADDSIGNED2X:
2706             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2707             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2708             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2709             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2710             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2711             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2712             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2713             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2714             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2715             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2716             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2717             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2718             break;
2719         case WINED3DTOP_SUBTRACT:
2720             if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2721             {
2722                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2723                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2724                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2725                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2726                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2727                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2728                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2729                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2730                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2731                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2732                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2733                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2734             } else {
2735                 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2736             }
2737             break;
2738
2739         case WINED3DTOP_BLENDDIFFUSEALPHA:
2740             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2741             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2742             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2743             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2744             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2745             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2746             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2747             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2748             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2749             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2750             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2751             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2752             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2753             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2754             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2755             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2756             break;
2757         case WINED3DTOP_BLENDTEXTUREALPHA:
2758             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2759             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2760             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2761             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2762             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2763             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2764             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2765             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2766             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2767             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2768             glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2769             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2770             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2771             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2772             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2773             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2774             break;
2775         case WINED3DTOP_BLENDFACTORALPHA:
2776             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2777             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2778             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2779             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2780             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2781             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2782             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2783             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2784             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2785             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2786             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2787             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2788             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2789             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2790             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2791             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2792             break;
2793         case WINED3DTOP_BLENDCURRENTALPHA:
2794             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2795             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2796             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2797             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2798             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2799             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2800             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2801             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2802             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2803             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2804             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2805             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2806             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2807             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2808             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2809             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2810             break;
2811         case WINED3DTOP_DOTPRODUCT3:
2812             if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2813             {
2814                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2815                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2816             }
2817             else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2818             {
2819                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2820                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2821             } else {
2822                 FIXME("This version of opengl does not support GL_DOT3\n");
2823             }
2824             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2825             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2826             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2827             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2828             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2829             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2830             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2831             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2832             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2833             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2834             break;
2835         case WINED3DTOP_LERP:
2836             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2837             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2838             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2839             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2840             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2841             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2842             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2843             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2844             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2845             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2846             glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2847             checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2848             glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2849             checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2850             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2851             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2852             break;
2853         case WINED3DTOP_ADDSMOOTH:
2854             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2855             {
2856                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2857                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2858                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2859                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2860                 switch (opr1) {
2861                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2862                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2863                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2864                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2865                 }
2866                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2867                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2868                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2869                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2870                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2871                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2872                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2873                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2874                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2875                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2876                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2877                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2878             } else
2879                 Handled = FALSE;
2880                 break;
2881         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2882             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2883             {
2884                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2885                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2886                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2887                 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2888                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2889                 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2890                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2891                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2892                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2893                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2894                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2895                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2896                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2897                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2898                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2899                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2900             } else
2901                 Handled = FALSE;
2902                 break;
2903         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2904             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2905             {
2906                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2907                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2908                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2909                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2910                 switch (opr1) {
2911                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2912                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2913                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2914                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2915                 }
2916                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2917                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2918                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2919                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2920                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2921                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2922                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2923                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2924                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2925                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2926                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2927                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2928             } else
2929                 Handled = FALSE;
2930                 break;
2931         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2932             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2933             {
2934                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2935                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2936                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2937                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2938                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2939                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2940                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2941                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2942                 switch (opr1) {
2943                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2944                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2945                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2946                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2947                 }
2948                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2949                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2950                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2951                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2952                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2953                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2954                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2955                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2956             } else
2957                 Handled = FALSE;
2958                 break;
2959         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2960             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2961             {
2962                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2963                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2964                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2965                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2966                 switch (opr1) {
2967                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2968                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2969                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2970                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2971                 }
2972                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2973                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2974                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2975                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2976                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2977                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2978                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2979                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2980                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2981                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2982                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2983                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2984             } else
2985                 Handled = FALSE;
2986                 break;
2987         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2988             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2989             {
2990                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2991                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2992                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2993                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2994                 switch (opr1) {
2995                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2996                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2997                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2998                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2999                 }
3000                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3001                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3002                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3003                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3004                 switch (opr1) {
3005                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3006                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3007                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3008                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3009                 }
3010                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3011                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3012                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3013                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3014                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3015                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3016                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3017                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3018             } else
3019                 Handled = FALSE;
3020                 break;
3021         case WINED3DTOP_MULTIPLYADD:
3022             if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3023             {
3024                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3025                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3026                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3027                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3028                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3029                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3030                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3031                 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3032                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3033                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3034                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3035                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3036                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3037                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3038                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3039                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3040             } else
3041                 Handled = FALSE;
3042                 break;
3043         case WINED3DTOP_BUMPENVMAPLUMINANCE:
3044         case WINED3DTOP_BUMPENVMAP:
3045             if (gl_info->supported[NV_TEXTURE_SHADER2])
3046             {
3047                 /* Technically texture shader support without register combiners is possible, but not expected to occur
3048                  * on real world cards, so for now a fixme should be enough
3049                  */
3050                 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3051             }
3052         default:
3053             Handled = FALSE;
3054     }
3055
3056     if (Handled) {
3057         BOOL  combineOK = TRUE;
3058         if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3059         {
3060             DWORD op2;
3061
3062             if (isAlpha)
3063                 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
3064             else
3065                 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
3066
3067             /* Note: If COMBINE4 in effect can't go back to combine! */
3068             switch (op2) {
3069                 case WINED3DTOP_ADDSMOOTH:
3070                 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3071                 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3072                 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3073                 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3074                 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3075                 case WINED3DTOP_MULTIPLYADD:
3076                     /* Ignore those implemented in both cases */
3077                     switch (op) {
3078                         case WINED3DTOP_SELECTARG1:
3079                         case WINED3DTOP_SELECTARG2:
3080                             combineOK = FALSE;
3081                             Handled   = FALSE;
3082                             break;
3083                         default:
3084                             FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3085                             return;
3086                     }
3087             }
3088         }
3089
3090         if (combineOK) {
3091             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3092             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3093
3094             return;
3095         }
3096     }
3097
3098     /* After all the extensions, if still unhandled, report fixme */
3099     FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3100 }
3101
3102
3103 static void tex_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3104 {
3105     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3106     BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3107     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3108     const struct wined3d_gl_info *gl_info = context->gl_info;
3109     const struct wined3d_state *state = &stateblock->state;
3110
3111     TRACE("Setting color op for stage %d\n", stage);
3112
3113     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3114     if (use_ps(state)) return;
3115
3116     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3117
3118     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3119     {
3120         if (tex_used && mapped_stage >= gl_info->limits.textures)
3121         {
3122             FIXME("Attempt to enable unsupported stage!\n");
3123             return;
3124         }
3125         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3126         checkGLcall("glActiveTextureARB");
3127     }
3128
3129     if (stage >= state->lowest_disabled_stage)
3130     {
3131         TRACE("Stage disabled\n");
3132         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3133         {
3134             /* Disable everything here */
3135             glDisable(GL_TEXTURE_2D);
3136             checkGLcall("glDisable(GL_TEXTURE_2D)");
3137             glDisable(GL_TEXTURE_3D);
3138             checkGLcall("glDisable(GL_TEXTURE_3D)");
3139             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3140             {
3141                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3142                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3143             }
3144             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3145             {
3146                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3147                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3148             }
3149         }
3150         /* All done */
3151         return;
3152     }
3153
3154     /* The sampler will also activate the correct texture dimensions, so no
3155      * need to do it here if the sampler for this stage is dirty. */
3156     if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3157         texture_activate_dimensions(state->textures[stage], gl_info);
3158
3159     set_tex_op(gl_info, state, FALSE, stage,
3160             state->texture_states[stage][WINED3DTSS_COLOROP],
3161             state->texture_states[stage][WINED3DTSS_COLORARG1],
3162             state->texture_states[stage][WINED3DTSS_COLORARG2],
3163             state->texture_states[stage][WINED3DTSS_COLORARG0]);
3164 }
3165
3166 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3167 {
3168     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3169     BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3170     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3171     const struct wined3d_gl_info *gl_info = context->gl_info;
3172     DWORD op, arg1, arg2, arg0;
3173
3174     TRACE("Setting alpha op for stage %d\n", stage);
3175     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3176     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3177     {
3178         if (tex_used && mapped_stage >= gl_info->limits.textures)
3179         {
3180             FIXME("Attempt to enable unsupported stage!\n");
3181             return;
3182         }
3183         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3184         checkGLcall("glActiveTextureARB");
3185     }
3186
3187     op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3188     arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3189     arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3190     arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3191
3192     if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3193     {
3194         IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
3195         GLenum texture_dimensions = texture->baseTexture.target;
3196
3197         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3198         {
3199             IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
3200
3201             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3202             {
3203                 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3204                  * properly. On the other hand applications can still use texture combiners apparently. This code
3205                  * takes care that apps cannot remove the texture's alpha channel entirely.
3206                  *
3207                  * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3208                  * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3209                  * and alpha component of diffuse color to draw things like translucent text and perform other
3210                  * blending effects.
3211                  *
3212                  * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3213                  * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3214                  * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3215                  * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3216                  * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3217                  * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3218                  * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3219                  * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3220                  * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3221                  * alpha.
3222                  *
3223                  * What to do with multitexturing? So far no app has been found that uses color keying with
3224                  * multitexturing */
3225                 if (op == WINED3DTOP_DISABLE)
3226                 {
3227                     arg1 = WINED3DTA_TEXTURE;
3228                     op = WINED3DTOP_SELECTARG1;
3229                 }
3230                 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3231                 {
3232                     if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3233                     {
3234                         arg2 = WINED3DTA_TEXTURE;
3235                         op = WINED3DTOP_MODULATE;
3236                     }
3237                     else arg1 = WINED3DTA_TEXTURE;
3238                 }
3239                 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3240                 {
3241                     if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3242                     {
3243                         arg1 = WINED3DTA_TEXTURE;
3244                         op = WINED3DTOP_MODULATE;
3245                     }
3246                     else arg2 = WINED3DTA_TEXTURE;
3247                 }
3248             }
3249         }
3250     }
3251
3252     /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3253      * this if block here, and the other code(color keying, texture unit selection) are the same
3254      */
3255     TRACE("Setting alpha op for stage %d\n", stage);
3256     if (gl_info->supported[NV_REGISTER_COMBINERS])
3257     {
3258         set_tex_op_nvrc(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0,
3259                 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3260     }
3261     else
3262     {
3263         set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0);
3264     }
3265 }
3266
3267 static void transform_texture(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3268 {
3269     DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3270     DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3271     const struct wined3d_gl_info *gl_info = context->gl_info;
3272     const struct wined3d_state *state = &stateblock->state;
3273     BOOL generated;
3274     int coordIdx;
3275
3276     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3277     if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3278     {
3279         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3280         return;
3281     }
3282
3283     if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3284     if (mapped_stage >= gl_info->limits.textures) return;
3285
3286     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3287     checkGLcall("glActiveTextureARB");
3288     generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3289     coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3290
3291     set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3292             state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3293             generated, context->last_was_rhw,
3294             stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3295             ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3296             : WINED3DFMT_UNKNOWN,
3297             stateblock->device->frag_pipe->ffp_proj_control);
3298
3299     /* The sampler applying function calls us if this changes */
3300     if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3301     {
3302         if(generated) {
3303             FIXME("Non-power2 texture being used with generated texture coords\n");
3304         }
3305         /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3306            fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3307         if (!use_ps(state))
3308         {
3309             TRACE("Non power two matrix multiply fixup\n");
3310             glMultMatrixf(state->textures[texUnit]->baseTexture.pow2Matrix);
3311         }
3312     }
3313 }
3314
3315 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3316 {
3317     unsigned int texture_idx;
3318
3319     for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3320     {
3321         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3322         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3323     }
3324 }
3325
3326 static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock,
3327         const struct wined3d_stream_info *si, GLuint *curVBO)
3328 {
3329     unsigned int mapped_stage = 0;
3330     unsigned int textureNo = 0;
3331
3332     for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3333     {
3334         int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3335
3336         mapped_stage = stateblock->device->texUnitMap[textureNo];
3337         if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3338
3339         if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3340         {
3341             const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3342             const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3343
3344             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3345                     textureNo, mapped_stage, coordIdx, e->data);
3346
3347             if (*curVBO != e->buffer_object)
3348             {
3349                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3350                 checkGLcall("glBindBufferARB");
3351                 *curVBO = e->buffer_object;
3352             }
3353
3354             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3355             checkGLcall("glClientActiveTextureARB");
3356
3357             /* The coords to supply depend completely on the fvf / vertex shader */
3358             glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3359                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3360             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3361         } else {
3362             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3363         }
3364     }
3365     if (gl_info->supported[NV_REGISTER_COMBINERS])
3366     {
3367         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3368         for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3369         {
3370             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3371         }
3372     }
3373
3374     checkGLcall("loadTexCoords");
3375 }
3376
3377 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3378 {
3379     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3380     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3381     static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3382     static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3383     static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3384     static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3385     const struct wined3d_gl_info *gl_info = context->gl_info;
3386
3387     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3388     {
3389         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3390         return;
3391     }
3392
3393     if (mapped_stage >= gl_info->limits.fragment_samplers)
3394     {
3395         WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3396         return;
3397     }
3398     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3399     checkGLcall("glActiveTextureARB");
3400
3401     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3402      *
3403      * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3404      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3405      * means use the vertex position (camera-space) as the input texture coordinates
3406      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3407      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3408      * to the TEXCOORDINDEX value
3409      */
3410     switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3411     {
3412         case WINED3DTSS_TCI_PASSTHRU:
3413             /* Use the specified texture coordinates contained within the
3414              * vertex format. This value resolves to zero. */
3415             glDisable(GL_TEXTURE_GEN_S);
3416             glDisable(GL_TEXTURE_GEN_T);
3417             glDisable(GL_TEXTURE_GEN_R);
3418             glDisable(GL_TEXTURE_GEN_Q);
3419             checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3420             break;
3421
3422         case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3423             /* CameraSpacePosition means use the vertex position, transformed to camera space,
3424              * as the input texture coordinates for this stage's texture transformation. This
3425              * equates roughly to EYE_LINEAR */
3426
3427             glMatrixMode(GL_MODELVIEW);
3428             glPushMatrix();
3429             glLoadIdentity();
3430             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3431             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3432             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3433             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3434             glPopMatrix();
3435             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3436
3437             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3438             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3439             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3440             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3441
3442             glEnable(GL_TEXTURE_GEN_S);
3443             glEnable(GL_TEXTURE_GEN_T);
3444             glEnable(GL_TEXTURE_GEN_R);
3445             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3446
3447             break;
3448
3449         case WINED3DTSS_TCI_CAMERASPACENORMAL:
3450             /* Note that NV_TEXGEN_REFLECTION support is implied when
3451              * ARB_TEXTURE_CUBE_MAP is supported */
3452             if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3453             {
3454                 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3455                 break;
3456             }
3457
3458             glMatrixMode(GL_MODELVIEW);
3459             glPushMatrix();
3460             glLoadIdentity();
3461             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3462             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3463             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3464             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3465             glPopMatrix();
3466             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3467
3468             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3469             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3470             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3471             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3472
3473             glEnable(GL_TEXTURE_GEN_S);
3474             glEnable(GL_TEXTURE_GEN_T);
3475             glEnable(GL_TEXTURE_GEN_R);
3476             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3477
3478             break;
3479
3480         case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3481             /* Note that NV_TEXGEN_REFLECTION support is implied when
3482              * ARB_TEXTURE_CUBE_MAP is supported */
3483             if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3484             {
3485                 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3486                 break;
3487             }
3488
3489             glMatrixMode(GL_MODELVIEW);
3490             glPushMatrix();
3491             glLoadIdentity();
3492             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3493             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3494             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3495             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3496             glPopMatrix();
3497             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3498
3499             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3500             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3501             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3502             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3503
3504             glEnable(GL_TEXTURE_GEN_S);
3505             glEnable(GL_TEXTURE_GEN_T);
3506             glEnable(GL_TEXTURE_GEN_R);
3507             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3508
3509             break;
3510
3511         case WINED3DTSS_TCI_SPHEREMAP:
3512             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3513             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3514             checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3515
3516             glEnable(GL_TEXTURE_GEN_S);
3517             glEnable(GL_TEXTURE_GEN_T);
3518             glDisable(GL_TEXTURE_GEN_R);
3519             checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3520
3521             break;
3522
3523         default:
3524             FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3525                     stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3526             glDisable(GL_TEXTURE_GEN_S);
3527             glDisable(GL_TEXTURE_GEN_T);
3528             glDisable(GL_TEXTURE_GEN_R);
3529             glDisable(GL_TEXTURE_GEN_Q);
3530             checkGLcall("Disable texgen.");
3531
3532             break;
3533     }
3534
3535     /* Update the texture matrix */
3536     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3537         transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3538     }
3539
3540     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3541         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3542          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3543          * and do all the things linked to it
3544          * TODO: Tidy that up to reload only the arrays of the changed unit
3545          */
3546         GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3547
3548         unloadTexCoords(gl_info);
3549         loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3550     }
3551 }
3552
3553 static void shaderconstant(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3554 {
3555     const struct wined3d_state *state = &stateblock->state;
3556     IWineD3DDeviceImpl *device = stateblock->device;
3557
3558     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3559      * has an update pending
3560      */
3561     if(isStateDirty(context, STATE_VDECL) ||
3562        isStateDirty(context, STATE_PIXELSHADER)) {
3563        return;
3564     }
3565
3566     device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
3567 }
3568
3569 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3570 {
3571     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3572     IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3573
3574     if (ps && stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
3575     {
3576         /* The pixel shader has to know the luminance scale. Do a constants update if it
3577          * isn't scheduled anyway
3578          */
3579         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3580            !isStateDirty(context, STATE_PIXELSHADER)) {
3581             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3582         }
3583     }
3584 }
3585
3586 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3587 {
3588     const DWORD sampler = state - STATE_SAMPLER(0);
3589     IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler];
3590
3591     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3592
3593     if(!texture) return;
3594     /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3595      * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3596      * scaling is reapplied or removed, the texture matrix has to be reapplied
3597      *
3598      * The mapped stage is already active because the sampler() function below, which is part of the
3599      * misc pipeline
3600      */
3601     if(sampler < MAX_TEXTURES) {
3602         const BOOL texIsPow2 = !texture->baseTexture.pow2Matrix_identity;
3603
3604         if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3605         {
3606             if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3607             else context->lastWasPow2Texture &= ~(1 << sampler);
3608             transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3609                     WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3610         }
3611     }
3612 }
3613
3614 static void sampler(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3615 {
3616     DWORD sampler = state_id - STATE_SAMPLER(0);
3617     IWineD3DDeviceImpl *device = stateblock->device;
3618     DWORD mapped_stage = device->texUnitMap[sampler];
3619     const struct wined3d_gl_info *gl_info = context->gl_info;
3620     const struct wined3d_state *state = &stateblock->state;
3621     union {
3622         float f;
3623         DWORD d;
3624     } tmpvalue;
3625
3626     TRACE("Sampler: %d\n", sampler);
3627     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3628      * only has to bind textures and set the per texture states
3629      */
3630
3631     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3632     {
3633         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3634         return;
3635     }
3636
3637     if (mapped_stage >= gl_info->limits.combined_samplers)
3638     {
3639         return;
3640     }
3641     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3642     checkGLcall("glActiveTextureARB");
3643
3644     if (state->textures[sampler])
3645     {
3646         IWineD3DBaseTexture *texture = (IWineD3DBaseTexture *)state->textures[sampler];
3647         BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3648
3649         IWineD3DBaseTexture_BindTexture(texture, srgb);
3650         basetexture_apply_state_changes(texture,
3651                 state->texture_states[sampler],
3652                 state->sampler_states[sampler], gl_info);
3653
3654         if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3655         {
3656             tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3657             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3658                       GL_TEXTURE_LOD_BIAS_EXT,
3659                       tmpvalue.f);
3660             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3661         }
3662
3663         if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3664         {
3665             if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3666             {
3667                 /* If color keying is enabled update the alpha test, it depends on the existence
3668                  * of a color key in stage 0
3669                  */
3670                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3671             }
3672         }
3673
3674         /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3675         if (!state->textures[sampler]->baseTexture.pow2Matrix_identity)
3676         {
3677             device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3678         }
3679     }
3680     else if (mapped_stage < gl_info->limits.textures)
3681     {
3682         if (sampler < state->lowest_disabled_stage)
3683         {
3684             /* TODO: What should I do with pixel shaders here ??? */
3685             if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3686             {
3687                 /* If color keying is enabled update the alpha test, it depends on the existence
3688                 * of a color key in stage 0
3689                 */
3690                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3691             }
3692         } /* Otherwise tex_colorop disables the stage */
3693         glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3694         checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3695     }
3696 }
3697
3698 void apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3699 {
3700     const struct wined3d_state *state = &stateblock->state;
3701     IWineD3DDeviceImpl *device = stateblock->device;
3702     BOOL use_vshader = use_vs(state);
3703     BOOL use_pshader = use_ps(state);
3704     unsigned int i;
3705
3706     if (use_pshader) {
3707         if(!context->last_was_pshader) {
3708             /* Former draw without a pixel shader, some samplers
3709              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3710              * make sure to enable them
3711              */
3712             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3713                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3714                     sampler(STATE_SAMPLER(i), stateblock, context);
3715                 }
3716             }
3717             context->last_was_pshader = TRUE;
3718         } else {
3719            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3720             * if a different texture was bound. I don't have to do anything.
3721             */
3722         }
3723     } else {
3724         /* Disabled the pixel shader - color ops weren't applied
3725          * while it was enabled, so re-apply them. */
3726         for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3727         {
3728             if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3729                 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3730         }
3731         context->last_was_pshader = FALSE;
3732     }
3733
3734     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3735         device->shader_backend->shader_select(context, use_pshader, use_vshader);
3736
3737         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3738             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3739         }
3740     }
3741 }
3742
3743 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3744 {
3745     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3746     IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3747
3748     if (ps && stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
3749     {
3750         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3751          * anyway
3752          */
3753         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3754             !isStateDirty(context, STATE_PIXELSHADER)) {
3755             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3756         }
3757     }
3758 }
3759
3760 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3761 {
3762     /* This function is called by transform_view below if the view matrix was changed too
3763      *
3764      * Deliberately no check if the vertex declaration is dirty because the vdecl state
3765      * does not always update the world matrix, only on a switch between transformed
3766      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3767      * draw, but that should be rather rare and cheaper in total.
3768      */
3769     glMatrixMode(GL_MODELVIEW);
3770     checkGLcall("glMatrixMode");
3771
3772     if(context->last_was_rhw) {
3773         glLoadIdentity();
3774         checkGLcall("glLoadIdentity()");
3775     } else {
3776         /* In the general case, the view matrix is the identity matrix */
3777         if (stateblock->device->view_ident)
3778         {
3779             glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3780             checkGLcall("glLoadMatrixf");
3781         }
3782         else
3783         {
3784             glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3785             checkGLcall("glLoadMatrixf");
3786             glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3787             checkGLcall("glMultMatrixf");
3788         }
3789     }
3790 }
3791
3792 static void clipplane(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3793 {
3794     const struct wined3d_state *state = &stateblock->state;
3795     UINT index = state_id - STATE_CLIPPLANE(0);
3796
3797     if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3798     {
3799         return;
3800     }
3801
3802     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3803     if (!use_vs(state))
3804     {
3805         glMatrixMode(GL_MODELVIEW);
3806         glPushMatrix();
3807         glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3808     }
3809     else
3810     {
3811         /* with vertex shaders, clip planes are not transformed in direct3d,
3812          * in OpenGL they are still transformed by the model view.
3813          * Use this to swap the y coordinate if necessary
3814          */
3815         glMatrixMode(GL_MODELVIEW);
3816         glPushMatrix();
3817         glLoadIdentity();
3818         if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3819     }
3820
3821     TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3822             state->clip_planes[index][0],
3823             state->clip_planes[index][1],
3824             state->clip_planes[index][2],
3825             state->clip_planes[index][3]);
3826     glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3827     checkGLcall("glClipPlane");
3828
3829     glPopMatrix();
3830 }
3831
3832 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3833 {
3834     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3835     GLenum glMat;
3836     TRACE("Setting world matrix %d\n", matrix);
3837
3838     if (matrix >= context->gl_info->limits.blends)
3839     {
3840         WARN("Unsupported blend matrix set\n");
3841         return;
3842     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3843         return;
3844     }
3845
3846     /* GL_MODELVIEW0_ARB:  0x1700
3847      * GL_MODELVIEW1_ARB:  0x850a
3848      * GL_MODELVIEW2_ARB:  0x8722
3849      * GL_MODELVIEW3_ARB:  0x8723
3850      * etc
3851      * GL_MODELVIEW31_ARB: 0x873F
3852      */
3853     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3854     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3855
3856     glMatrixMode(glMat);
3857     checkGLcall("glMatrixMode(glMat)");
3858
3859     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3860      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3861      */
3862     if (stateblock->device->view_ident)
3863     {
3864         glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3865         checkGLcall("glLoadMatrixf");
3866     }
3867     else
3868     {
3869         glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3870         checkGLcall("glLoadMatrixf");
3871         glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3872         checkGLcall("glMultMatrixf");
3873     }
3874 }
3875
3876 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3877 {
3878     WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3879     static unsigned int once;
3880
3881     if (f == WINED3DVBF_DISABLE) return;
3882
3883     if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3884     else WARN("Vertex blend flags %#x not supported.\n", f);
3885 }
3886
3887 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3888 {
3889     WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3890     const struct wined3d_gl_info *gl_info = context->gl_info;
3891     static unsigned int once;
3892
3893     switch(val) {
3894         case WINED3DVBF_1WEIGHTS:
3895         case WINED3DVBF_2WEIGHTS:
3896         case WINED3DVBF_3WEIGHTS:
3897             glEnable(GL_VERTEX_BLEND_ARB);
3898             checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3899
3900             /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3901              * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3902              */
3903             GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3904
3905             if (!stateblock->device->vertexBlendUsed)
3906             {
3907                 unsigned int i;
3908                 for (i = 1; i < gl_info->limits.blends; ++i)
3909                 {
3910                     if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3911                     {
3912                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3913                     }
3914                 }
3915                 stateblock->device->vertexBlendUsed = TRUE;
3916             }
3917             break;
3918
3919         case WINED3DVBF_TWEENING:
3920         case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3921             if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3922             else WARN("Vertex blend flags %#x not supported.\n", val);
3923             /* Fall through. */
3924         case WINED3DVBF_DISABLE:
3925             glDisable(GL_VERTEX_BLEND_ARB);
3926             checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3927             break;
3928     }
3929 }
3930
3931 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3932 {
3933     const struct wined3d_gl_info *gl_info = context->gl_info;
3934     const struct wined3d_light_info *light = NULL;
3935     unsigned int k;
3936
3937     /* If we are changing the View matrix, reset the light and clipping planes to the new view
3938      * NOTE: We have to reset the positions even if the light/plane is not currently
3939      *       enabled, since the call to enable it will not reset the position.
3940      * NOTE2: Apparently texture transforms do NOT need reapplying
3941      */
3942
3943     glMatrixMode(GL_MODELVIEW);
3944     checkGLcall("glMatrixMode(GL_MODELVIEW)");
3945     glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3946     checkGLcall("glLoadMatrixf(...)");
3947
3948     /* Reset lights. TODO: Call light apply func */
3949     for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3950     {
3951         light = stateblock->state.lights[k];
3952         if(!light) continue;
3953         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3954         checkGLcall("glLightfv posn");
3955         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3956         checkGLcall("glLightfv dirn");
3957     }
3958
3959     /* Reset Clipping Planes  */
3960     for (k = 0; k < gl_info->limits.clipplanes; ++k)
3961     {
3962         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3963             clipplane(STATE_CLIPPLANE(k), stateblock, context);
3964         }
3965     }
3966
3967     if(context->last_was_rhw) {
3968         glLoadIdentity();
3969         checkGLcall("glLoadIdentity()");
3970         /* No need to update the world matrix, the identity is fine */
3971         return;
3972     }
3973
3974     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3975      * No need to do it here if the state is scheduled for update.
3976      */
3977     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3978         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3979     }
3980
3981     /* Avoid looping over a number of matrices if the app never used the functionality */
3982     if (stateblock->device->vertexBlendUsed)
3983     {
3984         for (k = 1; k < gl_info->limits.blends; ++k)
3985         {
3986             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3987                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3988             }
3989         }
3990     }
3991 }
3992
3993 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3994 {
3995     glMatrixMode(GL_PROJECTION);
3996     checkGLcall("glMatrixMode(GL_PROJECTION)");
3997     glLoadIdentity();
3998     checkGLcall("glLoadIdentity");
3999
4000     if (context->last_was_rhw)
4001     {
4002         double x = stateblock->state.viewport.X;
4003         double y = stateblock->state.viewport.Y;
4004         double w = stateblock->state.viewport.Width;
4005         double h = stateblock->state.viewport.Height;
4006
4007         TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
4008         if (context->render_offscreen)
4009             glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
4010         else
4011             glOrtho(x, x + w, y + h, y, 0.0, -1.0);
4012         checkGLcall("glOrtho");
4013
4014         /* D3D texture coordinates are flipped compared to OpenGL ones, so
4015          * render everything upside down when rendering offscreen. */
4016         if (context->render_offscreen)
4017         {
4018             glScalef(1.0f, -1.0f, 1.0f);
4019             checkGLcall("glScalef");
4020         }
4021
4022         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
4023         glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
4024         checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
4025     }
4026     else
4027     {
4028         /* The rule is that the window coordinate 0 does not correspond to the
4029             beginning of the first pixel, but the center of the first pixel.
4030             As a consequence if you want to correctly draw one line exactly from
4031             the left to the right end of the viewport (with all matrices set to
4032             be identity), the x coords of both ends of the line would be not
4033             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
4034             instead.
4035
4036             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
4037             divide by the Width/Height, so we need the half range(1.0) to translate by
4038             half a pixel.
4039
4040             The other fun is that d3d's output z range after the transformation is [0;1],
4041             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
4042             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
4043             of Z buffer precision and the clear values do not match in the z test. Thus scale
4044             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
4045          */
4046
4047         /*
4048          * Careful with the order of operations here, we're essentially working backwards:
4049          * x = x + 1/w;
4050          * y = (y - 1/h) * flip;
4051          * z = z * 2 - 1;
4052          *
4053          * Becomes:
4054          * glTranslatef(0.0, 0.0, -1.0);
4055          * glScalef(1.0, 1.0, 2.0);
4056          *
4057          * glScalef(1.0, flip, 1.0);
4058          * glTranslatef(1/w, -1/h, 0.0);
4059          *
4060          * This is equivalent to:
4061          * glTranslatef(1/w, -flip/h, -1.0)
4062          * glScalef(1.0, flip, 2.0);
4063          */
4064
4065         /* Translate by slightly less than a half pixel to force a top-left
4066          * filling convention. We want the difference to be large enough that
4067          * it doesn't get lost due to rounding inside the driver, but small
4068          * enough to prevent it from interfering with any anti-aliasing. */
4069         GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4070         GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4071
4072         if (context->render_offscreen)
4073         {
4074             /* D3D texture coordinates are flipped compared to OpenGL ones, so
4075              * render everything upside down when rendering offscreen. */
4076             glTranslatef(xoffset, -yoffset, -1.0f);
4077             checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
4078             glScalef(1.0f, -1.0f, 2.0f);
4079         } else {
4080             glTranslatef(xoffset, yoffset, -1.0f);
4081             checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
4082             glScalef(1.0f, 1.0f, 2.0f);
4083         }
4084         checkGLcall("glScalef");
4085
4086         glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4087         checkGLcall("glLoadMatrixf");
4088     }
4089 }
4090
4091 /* This should match any arrays loaded in loadVertexData.
4092  * TODO: Only load / unload arrays if we have to.
4093  */
4094 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
4095 {
4096     glDisableClientState(GL_VERTEX_ARRAY);
4097     glDisableClientState(GL_NORMAL_ARRAY);
4098     glDisableClientState(GL_COLOR_ARRAY);
4099     if (gl_info->supported[EXT_SECONDARY_COLOR])
4100     {
4101         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4102     }
4103     if (gl_info->supported[ARB_VERTEX_BLEND])
4104     {
4105         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4106     }
4107     unloadTexCoords(gl_info);
4108 }
4109
4110 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4111 {
4112     const struct wined3d_gl_info *gl_info = context->gl_info;
4113
4114     GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4115     checkGLcall("glDisableVertexAttribArrayARB(reg)");
4116
4117     context->numbered_array_mask &= ~(1 << i);
4118 }
4119
4120 /* This should match any arrays loaded in loadNumberedArrays
4121  * TODO: Only load / unload arrays if we have to.
4122  */
4123 static inline void unloadNumberedArrays(struct wined3d_context *context)
4124 {
4125     /* disable any attribs (this is the same for both GLSL and ARB modes) */
4126     GLint maxAttribs = 16;
4127     int i;
4128
4129     /* Leave all the attribs disabled */
4130     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4131     /* MESA does not support it right not */
4132     if (glGetError() != GL_NO_ERROR)
4133         maxAttribs = 16;
4134     for (i = 0; i < maxAttribs; ++i) {
4135         unload_numbered_array(context, i);
4136     }
4137 }
4138
4139 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4140         const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4141 {
4142     const struct wined3d_gl_info *gl_info = context->gl_info;
4143     GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4144     int i;
4145     struct wined3d_buffer *vb;
4146     DWORD_PTR shift_index;
4147
4148     /* Default to no instancing */
4149     stateblock->device->instancedDraw = FALSE;
4150
4151     for (i = 0; i < MAX_ATTRIBS; i++)
4152     {
4153         const struct wined3d_stream_state *stream;
4154
4155         if (!(stream_info->use_map & (1 << i)))
4156         {
4157             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4158             continue;
4159         }
4160
4161         stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4162
4163         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4164         if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4165         {
4166             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4167             stateblock->device->instancedDraw = TRUE;
4168             continue;
4169         }
4170
4171         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4172
4173         if (stream_info->elements[i].stride)
4174         {
4175             if (curVBO != stream_info->elements[i].buffer_object)
4176             {
4177                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4178                 checkGLcall("glBindBufferARB");
4179                 curVBO = stream_info->elements[i].buffer_object;
4180             }
4181             /* Use the VBO to find out if a vertex buffer exists, not the vb
4182              * pointer. vb can point to a user pointer data blob. In that case
4183              * curVBO will be 0. If there is a vertex buffer but no vbo we
4184              * won't be load converted attributes anyway. */
4185             vb = stream->buffer;
4186             if (curVBO && vb->conversion_shift)
4187             {
4188                 TRACE("Loading attribute from shifted buffer\n");
4189                 TRACE("Attrib %d has original stride %d, new stride %d\n",
4190                         i, stream_info->elements[i].stride, vb->conversion_stride);
4191                 TRACE("Original offset %p, additional offset 0x%08x\n",
4192                         stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4193                 TRACE("Opengl type %#x\n", stream_info->elements[i].format->gl_vtx_type);
4194                 shift_index = ((DWORD_PTR)stream_info->elements[i].data + stream->offset);
4195                 shift_index = shift_index % stream_info->elements[i].stride;
4196                 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4197                         stream_info->elements[i].format->gl_vtx_type,
4198                         stream_info->elements[i].format->gl_normalized,
4199                         vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4200                         + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4201                         + stream->offset));
4202
4203             } else {
4204                 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4205                         stream_info->elements[i].format->gl_vtx_type,
4206                         stream_info->elements[i].format->gl_normalized,
4207                         stream_info->elements[i].stride, stream_info->elements[i].data
4208                         + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4209                         + stream->offset));
4210             }
4211
4212             if (!(context->numbered_array_mask & (1 << i)))
4213             {
4214                 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4215                 context->numbered_array_mask |= (1 << i);
4216             }
4217         }
4218         else
4219         {
4220             /* Stride = 0 means always the same values.
4221              * glVertexAttribPointerARB doesn't do that. Instead disable the
4222              * pointer and set up the attribute statically. But we have to
4223              * figure out the system memory address. */
4224             const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4225             if (stream_info->elements[i].buffer_object)
4226             {
4227                 vb = stream->buffer;
4228                 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4229             }
4230
4231             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4232
4233             switch (stream_info->elements[i].format->id)
4234             {
4235                 case WINED3DFMT_R32_FLOAT:
4236                     GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4237                     break;
4238                 case WINED3DFMT_R32G32_FLOAT:
4239                     GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4240                     break;
4241                 case WINED3DFMT_R32G32B32_FLOAT:
4242                     GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4243                     break;
4244                 case WINED3DFMT_R32G32B32A32_FLOAT:
4245                     GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4246                     break;
4247
4248                 case WINED3DFMT_R8G8B8A8_UINT:
4249                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4250                     break;
4251                 case WINED3DFMT_B8G8R8A8_UNORM:
4252                     if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4253                     {
4254                         const DWORD *src = (const DWORD *)ptr;
4255                         DWORD c = *src & 0xff00ff00;
4256                         c |= (*src & 0xff0000) >> 16;
4257                         c |= (*src & 0xff) << 16;
4258                         GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4259                         break;
4260                     }
4261                     /* else fallthrough */
4262                 case WINED3DFMT_R8G8B8A8_UNORM:
4263                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4264                     break;
4265
4266                 case WINED3DFMT_R16G16_SINT:
4267                     GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4268                     break;
4269                 case WINED3DFMT_R16G16B16A16_SINT:
4270                     GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4271                     break;
4272
4273                 case WINED3DFMT_R16G16_SNORM:
4274                 {
4275                     const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4276                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4277                     break;
4278                 }
4279                 case WINED3DFMT_R16G16_UNORM:
4280                 {
4281                     const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4282                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4283                     break;
4284                 }
4285                 case WINED3DFMT_R16G16B16A16_SNORM:
4286                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4287                     break;
4288                 case WINED3DFMT_R16G16B16A16_UNORM:
4289                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4290                     break;
4291
4292                 case WINED3DFMT_R10G10B10A2_UINT:
4293                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4294                     /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4295                     break;
4296                 case WINED3DFMT_R10G10B10A2_SNORM:
4297                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4298                     /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4299                     break;
4300
4301                 case WINED3DFMT_R16G16_FLOAT:
4302                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4303                      * byte float according to the IEEE standard
4304                      */
4305                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4306                     break;
4307                 case WINED3DFMT_R16G16B16A16_FLOAT:
4308                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4309                     break;
4310
4311                 default:
4312                     ERR("Unexpected declaration in stride 0 attributes\n");
4313                     break;
4314
4315             }
4316         }
4317     }
4318     checkGLcall("Loading numbered arrays");
4319 }
4320
4321 /* Used from 2 different functions, and too big to justify making it inlined */
4322 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4323         const struct wined3d_stream_info *si)
4324 {
4325     const struct wined3d_gl_info *gl_info = context->gl_info;
4326     GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4327     const struct wined3d_stream_info_element *e;
4328     const struct wined3d_stream_state *stream;
4329
4330     TRACE("Using fast vertex array code\n");
4331
4332     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4333     stateblock->device->instancedDraw = FALSE;
4334
4335     /* Blend Data ---------------------------------------------- */
4336     if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4337             || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4338     {
4339         e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4340         stream = &stateblock->state.streams[e->stream_idx];
4341
4342         if (gl_info->supported[ARB_VERTEX_BLEND])
4343         {
4344             TRACE("Blend %u %p %u\n", e->format->component_count,
4345                     e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4346
4347             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4348             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4349
4350             GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4351
4352             if (curVBO != e->buffer_object)
4353             {
4354                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4355                 checkGLcall("glBindBufferARB");
4356                 curVBO = e->buffer_object;
4357             }
4358
4359             TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4360                     e->format->gl_vtx_format,
4361                     e->format->gl_vtx_type,
4362                     e->stride,
4363                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4364             GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4365                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4366
4367             checkGLcall("glWeightPointerARB");
4368
4369             if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4370             {
4371                 static BOOL warned;
4372                 if (!warned)
4373                 {
4374                     FIXME("blendMatrixIndices support\n");
4375                     warned = TRUE;
4376                 }
4377             }
4378         } else {
4379             /* TODO: support blends in drawStridedSlow
4380              * No need to write a FIXME here, this is done after the general vertex decl decoding
4381              */
4382             WARN("unsupported blending in openGl\n");
4383         }
4384     }
4385     else
4386     {
4387         if (gl_info->supported[ARB_VERTEX_BLEND])
4388         {
4389             static const GLbyte one = 1;
4390             GL_EXTCALL(glWeightbvARB(1, &one));
4391             checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4392         }
4393     }
4394
4395     /* Point Size ----------------------------------------------*/
4396     if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4397     {
4398         /* no such functionality in the fixed function GL pipeline */
4399         TRACE("Cannot change ptSize here in openGl\n");
4400         /* TODO: Implement this function in using shaders if they are available */
4401     }
4402
4403     /* Vertex Pointers -----------------------------------------*/
4404     if (si->use_map & (1 << WINED3D_FFP_POSITION))
4405     {
4406         e = &si->elements[WINED3D_FFP_POSITION];
4407         stream = &stateblock->state.streams[e->stream_idx];
4408
4409         if (curVBO != e->buffer_object)
4410         {
4411             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4412             checkGLcall("glBindBufferARB");
4413             curVBO = e->buffer_object;
4414         }
4415
4416         /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4417            handling for rhw mode should not impact screen position whereas in GL it does.
4418            This may result in very slightly distorted textures in rhw mode.
4419            There's always the other option of fixing the view matrix to
4420            prevent w from having any effect.
4421
4422            This only applies to user pointer sources, in VBOs the vertices are fixed up
4423          */
4424         if (!e->buffer_object)
4425         {
4426             TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4427                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4428             glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4429                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4430         }
4431         else
4432         {
4433             TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4434                     e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4435                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4436             glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4437                     e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4438         }
4439         checkGLcall("glVertexPointer(...)");
4440         glEnableClientState(GL_VERTEX_ARRAY);
4441         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4442     }
4443
4444     /* Normals -------------------------------------------------*/
4445     if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4446     {
4447         e = &si->elements[WINED3D_FFP_NORMAL];
4448         stream = &stateblock->state.streams[e->stream_idx];
4449
4450         if (curVBO != e->buffer_object)
4451         {
4452             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4453             checkGLcall("glBindBufferARB");
4454             curVBO = e->buffer_object;
4455         }
4456
4457         TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4458                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4459         glNormalPointer(e->format->gl_vtx_type, e->stride,
4460                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4461         checkGLcall("glNormalPointer(...)");
4462         glEnableClientState(GL_NORMAL_ARRAY);
4463         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4464
4465     } else {
4466         glNormal3f(0, 0, 0);
4467         checkGLcall("glNormal3f(0, 0, 0)");
4468     }
4469
4470     /* Diffuse Colour --------------------------------------------*/
4471     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
4472     /*     go directly into fast mode from app pgm, because       */
4473     /*     directx requires data in BGRA format.                  */
4474     /* currently fixupVertices swizzles the format, but this isn't*/
4475     /* very practical when using VBOs                             */
4476     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4477     /* , or the user doesn't care and wants the speed advantage   */
4478
4479     if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4480     {
4481         e = &si->elements[WINED3D_FFP_DIFFUSE];
4482         stream = &stateblock->state.streams[e->stream_idx];
4483
4484         if (curVBO != e->buffer_object)
4485         {
4486             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4487             checkGLcall("glBindBufferARB");
4488             curVBO = e->buffer_object;
4489         }
4490
4491         TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4492                 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4493                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4494         glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4495                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4496         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4497         glEnableClientState(GL_COLOR_ARRAY);
4498         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4499
4500     } else {
4501         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4502         checkGLcall("glColor4f(1, 1, 1, 1)");
4503     }
4504
4505     /* Specular Colour ------------------------------------------*/
4506     if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4507     {
4508         TRACE("setting specular colour\n");
4509
4510         e = &si->elements[WINED3D_FFP_SPECULAR];
4511         stream = &stateblock->state.streams[e->stream_idx];
4512
4513         if (gl_info->supported[EXT_SECONDARY_COLOR])
4514         {
4515             GLenum type = e->format->gl_vtx_type;
4516             GLint format = e->format->gl_vtx_format;
4517
4518             if (curVBO != e->buffer_object)
4519             {
4520                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4521                 checkGLcall("glBindBufferARB");
4522                 curVBO = e->buffer_object;
4523             }
4524
4525             if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4526             {
4527                 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4528                  * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4529                  * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4530                  * 4 component secondary colors use it
4531                  */
4532                 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4533                         e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4534                 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4535                         e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4536                 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4537             }
4538             else
4539             {
4540                 switch(type)
4541                 {
4542                     case GL_UNSIGNED_BYTE:
4543                         TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4544                                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4545                         GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4546                                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4547                         checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4548                         break;
4549
4550                     default:
4551                         FIXME("Add 4 component specular color pointers for type %x\n", type);
4552                         /* Make sure that the right color component is dropped */
4553                         TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4554                                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4555                         GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4556                                 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4557                         checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4558                 }
4559             }
4560             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4561             checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4562         }
4563         else
4564         {
4565             WARN("Specular colour is not supported in this GL implementation.\n");
4566         }
4567     }
4568     else
4569     {
4570         if (gl_info->supported[EXT_SECONDARY_COLOR])
4571         {
4572             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4573             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4574         }
4575         else
4576         {
4577             WARN("Specular colour is not supported in this GL implementation.\n");
4578         }
4579     }
4580
4581     /* Texture coords -------------------------------------------*/
4582     loadTexCoords(gl_info, stateblock, si, &curVBO);
4583 }
4584
4585 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4586 {
4587     IWineD3DDeviceImpl *device = stateblock->device;
4588     BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4589     BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4590
4591     if (context->numberedArraysLoaded && !load_numbered)
4592     {
4593         unloadNumberedArrays(context);
4594         context->numberedArraysLoaded = FALSE;
4595         context->numbered_array_mask = 0;
4596     }
4597     else if (context->namedArraysLoaded)
4598     {
4599         unloadVertexData(context->gl_info);
4600         context->namedArraysLoaded = FALSE;
4601     }
4602
4603     if (load_numbered)
4604     {
4605         TRACE("Loading numbered arrays\n");
4606         loadNumberedArrays(stateblock, &device->strided_streams, context);
4607         context->numberedArraysLoaded = TRUE;
4608     }
4609     else if (load_named)
4610     {
4611         TRACE("Loading vertex data\n");
4612         loadVertexData(context, stateblock, &device->strided_streams);
4613         context->namedArraysLoaded = TRUE;
4614     }
4615 }
4616
4617 static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4618 {
4619     const struct wined3d_gl_info *gl_info = context->gl_info;
4620     const struct wined3d_state *state = &stateblock->state;
4621     BOOL useVertexShaderFunction = use_vs(state);
4622     BOOL usePixelShaderFunction = use_ps(state);
4623     BOOL updateFog = FALSE;
4624     IWineD3DDeviceImpl *device = stateblock->device;
4625     BOOL transformed;
4626     BOOL wasrhw = context->last_was_rhw;
4627     unsigned int i;
4628
4629     transformed = device->strided_streams.position_transformed;
4630     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4631         updateFog = TRUE;
4632     }
4633
4634     /* Reapply lighting if it is not scheduled for reapplication already */
4635     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4636         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4637     }
4638
4639     if (transformed) {
4640         context->last_was_rhw = TRUE;
4641     } else {
4642
4643         /* Untransformed, so relies on the view and projection matrices */
4644         context->last_was_rhw = FALSE;
4645         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4646         device->untransformed = TRUE;
4647     }
4648
4649     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4650      * off this function will be called again anyway to make sure they're properly set
4651      */
4652     if(!useVertexShaderFunction) {
4653         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4654          * or transformed / untransformed was switched
4655          */
4656        if(wasrhw != context->last_was_rhw &&
4657           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4658           !isStateDirty(context, STATE_VIEWPORT)) {
4659             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4660         }
4661         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4662          * mode.
4663          *
4664          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4665          * this check will fail and the matrix not applied again. This is OK because a simple
4666          * world matrix change reapplies the matrix - These checks here are only to satisfy the
4667          * needs of the vertex declaration.
4668          *
4669          * World and view matrix go into the same gl matrix, so only apply them when neither is
4670          * dirty
4671          */
4672         if(transformed != wasrhw &&
4673            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4674            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4675             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4676         }
4677
4678         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4679             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4680         }
4681
4682         if(context->last_was_vshader) {
4683             updateFog = TRUE;
4684             if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4685                 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4686             }
4687             for (i = 0; i < gl_info->limits.clipplanes; ++i)
4688             {
4689                 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4690             }
4691         }
4692         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4693             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4694         }
4695     } else {
4696         if(!context->last_was_vshader) {
4697             static BOOL warned = FALSE;
4698             if(!device->vs_clipping) {
4699                 /* Disable all clip planes to get defined results on all drivers. See comment in the
4700                  * state_clipping state handler
4701                  */
4702                 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4703                 {
4704                     glDisable(GL_CLIP_PLANE0 + i);
4705                     checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4706                 }
4707
4708                 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4709                 {
4710                     FIXME("Clipping not supported with vertex shaders\n");
4711                     warned = TRUE;
4712                 }
4713             }
4714             if(wasrhw) {
4715                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4716                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
4717                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
4718                  * fixed function vertex processing states back in a sane state before switching to shaders
4719                  */
4720                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4721                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4722                 }
4723                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4724                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4725                 }
4726             }
4727             updateFog = TRUE;
4728
4729             /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4730              * (Note: ARB shaders can read the clip planes for clipping emulation even if
4731              * device->vs_clipping is false.
4732              */
4733             for (i = 0; i < gl_info->limits.clipplanes; ++i)
4734             {
4735                 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4736             }
4737         }
4738     }
4739
4740     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4741      * application
4742      */
4743     if (!isStateDirty(context, STATE_PIXELSHADER)) {
4744         device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4745
4746         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4747             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4748         }
4749     }
4750
4751     context->last_was_vshader = useVertexShaderFunction;
4752
4753     if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4754
4755     if(!useVertexShaderFunction) {
4756         int i;
4757         for(i = 0; i < MAX_TEXTURES; i++) {
4758             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4759                 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4760             }
4761         }
4762     }
4763 }
4764
4765 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4766 {
4767     IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4768     UINT width, height;
4769     WINED3DVIEWPORT vp = stateblock->state.viewport;
4770
4771     if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4772     if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4773
4774     glDepthRange(vp.MinZ, vp.MaxZ);
4775     checkGLcall("glDepthRange");
4776     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4777      */
4778     if (context->render_offscreen)
4779     {
4780         glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4781     } else {
4782         target->get_drawable_size(context, &width, &height);
4783
4784         glViewport(vp.X,
4785                    (height - (vp.Y + vp.Height)),
4786                    vp.Width, vp.Height);
4787     }
4788
4789     checkGLcall("glViewport");
4790 }
4791
4792 static void viewport_vertexpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4793 {
4794     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4795         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4796     }
4797     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4798         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4799     }
4800     /* Update the position fixup. */
4801     if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4802         shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4803 }
4804
4805 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4806 {
4807     UINT Index = state - STATE_ACTIVELIGHT(0);
4808     const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4809
4810     if(!lightInfo) {
4811         glDisable(GL_LIGHT0 + Index);
4812         checkGLcall("glDisable(GL_LIGHT0 + Index)");
4813     } else {
4814         float quad_att;
4815         float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4816
4817         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4818         glMatrixMode(GL_MODELVIEW);
4819         glPushMatrix();
4820         glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4821
4822         /* Diffuse: */
4823         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4824         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4825         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4826         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4827         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4828         checkGLcall("glLightfv");
4829
4830         /* Specular */
4831         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4832         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4833         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4834         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4835         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4836         checkGLcall("glLightfv");
4837
4838         /* Ambient */
4839         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4840         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4841         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4842         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4843         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4844         checkGLcall("glLightfv");
4845
4846         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4847             quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4848         } else {
4849             quad_att = 0.0f; /*  0 or  MAX?  (0 seems to be ok) */
4850         }
4851
4852         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4853          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4854          * Attenuation0 to NaN and crashes in the gl lib
4855          */
4856
4857         switch (lightInfo->OriginalParms.Type) {
4858             case WINED3DLIGHT_POINT:
4859                 /* Position */
4860                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4861                 checkGLcall("glLightfv");
4862                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4863                 checkGLcall("glLightf");
4864                 /* Attenuation - Are these right? guessing... */
4865                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4866                 checkGLcall("glLightf");
4867                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4868                 checkGLcall("glLightf");
4869                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4870                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4871                 checkGLcall("glLightf");
4872                 /* FIXME: Range */
4873                 break;
4874
4875             case WINED3DLIGHT_SPOT:
4876                 /* Position */
4877                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4878                 checkGLcall("glLightfv");
4879                 /* Direction */
4880                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4881                 checkGLcall("glLightfv");
4882                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4883                 checkGLcall("glLightf");
4884                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4885                 checkGLcall("glLightf");
4886                 /* Attenuation - Are these right? guessing... */
4887                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4888                 checkGLcall("glLightf");
4889                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4890                 checkGLcall("glLightf");
4891                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4892                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4893                 checkGLcall("glLightf");
4894                 /* FIXME: Range */
4895                 break;
4896
4897             case WINED3DLIGHT_DIRECTIONAL:
4898                 /* Direction */
4899                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4900                 checkGLcall("glLightfv");
4901                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4902                 checkGLcall("glLightf");
4903                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4904                 checkGLcall("glLightf");
4905                 break;
4906
4907             default:
4908                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4909         }
4910
4911         /* Restore the modelview matrix */
4912         glPopMatrix();
4913
4914         glEnable(GL_LIGHT0 + Index);
4915         checkGLcall("glEnable(GL_LIGHT0 + Index)");
4916     }
4917 }
4918
4919 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4920 {
4921     IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4922     RECT *pRect = &stateblock->state.scissor_rect;
4923     UINT height;
4924     UINT width;
4925
4926     target->get_drawable_size(context, &width, &height);
4927     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4928      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4929      */
4930     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4931           pRect->right - pRect->left, pRect->bottom - pRect->top);
4932
4933     if (context->render_offscreen)
4934     {
4935         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4936     } else {
4937         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4938     }
4939     checkGLcall("glScissor");
4940 }
4941
4942 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4943 {
4944     const struct wined3d_gl_info *gl_info = context->gl_info;
4945
4946     if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4947     {
4948         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4949     }
4950     else
4951     {
4952         struct wined3d_buffer *ib = stateblock->state.index_buffer;
4953         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4954     }
4955 }
4956
4957 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4958 {
4959     if (context->render_offscreen)
4960     {
4961         glFrontFace(GL_CCW);
4962         checkGLcall("glFrontFace(GL_CCW)");
4963     } else {
4964         glFrontFace(GL_CW);
4965         checkGLcall("glFrontFace(GL_CW)");
4966     }
4967 }
4968
4969 const struct StateEntryTemplate misc_state_template[] = {
4970     { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4971     { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4972     { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4973     { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4974     { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4975     { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4976     { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4977     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4978     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4979     { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
4980     { STATE_STREAMSRC,                                    { STATE_VDECL,                                        NULL                }, WINED3D_GL_EXT_NONE             },
4981     { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
4982     { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, WINED3D_GL_EXT_NONE             },
4983     { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, WINED3D_GL_EXT_NONE             },
4984     /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4985      * vshader loadings are untied from each other
4986      */
4987     { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
4988     { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         NULL                }, WINED3D_GL_EXT_NONE             },
4989     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4990     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4991     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4992     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4993     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4994     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4995     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4996     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4997     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4998     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
4999     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5000     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5001     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
5002     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5003     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5004     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5005     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
5006     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5007     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5008     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5009     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
5010     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5011     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5012     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5013     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
5014     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5015     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5016     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5017     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
5018     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5019     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5020     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, WINED3D_GL_EXT_NONE             },
5021     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5022     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5023     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5024     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5025     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5026     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5027     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5028     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5029     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5030     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5031     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5032     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5033     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5034     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5035     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
5036     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    NULL                }, WINED3D_GL_EXT_NONE             },
5037
5038     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, WINED3D_GL_EXT_NONE             },
5039     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  indexbuffer         }, ARB_VERTEX_BUFFER_OBJECT        },
5040     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  state_nop           }, WINED3D_GL_EXT_NONE             },
5041     { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, WINED3D_GL_EXT_NONE             },
5042     { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, WINED3D_GL_EXT_NONE             },
5043     { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, WINED3D_GL_EXT_NONE             },
5044     { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, WINED3D_GL_EXT_NONE             },
5045     { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, WINED3D_GL_EXT_NONE             },
5046     { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, WINED3D_GL_EXT_NONE             },
5047     { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, WINED3D_GL_EXT_NONE             },
5048     { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, WINED3D_GL_EXT_NONE             },
5049     { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, WINED3D_GL_EXT_NONE             },
5050     { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, WINED3D_GL_EXT_NONE             },
5051     { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, WINED3D_GL_EXT_NONE             },
5052     { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, WINED3D_GL_EXT_NONE             },
5053     { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
5054     { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            NULL                }, WINED3D_GL_EXT_NONE             },
5055     { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            NULL                }, WINED3D_GL_EXT_NONE             },
5056     { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            NULL                }, WINED3D_GL_EXT_NONE             },
5057     { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, WINED3D_GL_EXT_NONE             },
5058     { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, WINED3D_GL_EXT_NONE             },
5059     { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, WINED3D_GL_EXT_NONE             },
5060     { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, WINED3D_GL_EXT_NONE             },
5061     { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, WINED3D_GL_EXT_NONE             },
5062     { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, WINED3D_GL_EXT_NONE             },
5063     { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, WINED3D_GL_EXT_NONE             },
5064     { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, WINED3D_GL_EXT_NONE             },
5065     { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, WINED3D_GL_EXT_NONE             },
5066     { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, WINED3D_GL_EXT_NONE             },
5067     { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, WINED3D_GL_EXT_NONE             },
5068     { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, WINED3D_GL_EXT_NONE             },
5069     { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE             },
5070     { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
5071     { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5072     { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5073     { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5074     { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5075     { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5076     { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5077     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE            },
5078     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, WINED3D_GL_EXT_NONE             },
5079     { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5080     { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5081     { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5082     { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5083     { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              NULL                }, WINED3D_GL_EXT_NONE             },
5084     { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
5085     { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5086     { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5087     { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5088     { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5089     { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5090     { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5091     { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5092     { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5093     { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5094     { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5095     { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5096     { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5097     { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5098     { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5099     { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      NULL                }, WINED3D_GL_EXT_NONE             },
5100     { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, WINED3D_GL_EXT_NONE             },
5101     { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, WINED3D_GL_EXT_NONE             },
5102     { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING),   { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING),   state_swvp          }, WINED3D_GL_EXT_NONE             },
5103     { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, WINED3D_GL_EXT_NONE             },
5104     { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, WINED3D_GL_EXT_NONE             },
5105     { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, WINED3D_GL_EXT_NONE             },
5106     { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, WINED3D_GL_EXT_NONE             },
5107     { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL                }, WINED3D_GL_EXT_NONE             },
5108     { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL                }, WINED3D_GL_EXT_NONE             },
5109     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL                }, WINED3D_GL_EXT_NONE             },
5110     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL                }, WINED3D_GL_EXT_NONE             },
5111     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL                }, WINED3D_GL_EXT_NONE             },
5112     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL                }, WINED3D_GL_EXT_NONE             },
5113     { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb          }, EXT_DEPTH_BOUNDS_TEST           },
5114     { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
5115     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa          }, ARB_MULTISAMPLE                 },
5116     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, WINED3D_GL_EXT_NONE             },
5117     { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, WINED3D_GL_EXT_NONE             },
5118     { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_debug_monitor }, WINED3D_GL_EXT_NONE             },
5119     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite0   }, EXT_DRAW_BUFFERS2               },
5120     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
5121     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       }, EXT_BLEND_MINMAX                },
5122     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, WINED3D_GL_EXT_NONE             },
5123     { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, WINED3D_GL_EXT_NONE             },
5124     { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  NULL                }, WINED3D_GL_EXT_NONE             },
5125     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          state_colorwrite1   }, EXT_DRAW_BUFFERS2               },
5126     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5127     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          state_colorwrite2   }, EXT_DRAW_BUFFERS2               },
5128     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5129     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          state_colorwrite3   }, EXT_DRAW_BUFFERS2               },
5130     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5131     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   }, EXT_BLEND_COLOR                 },
5132     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, WINED3D_GL_EXT_NONE             },
5133     { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
5134     { STATE_RENDER(WINED3DRS_ZVISIBLE),                   { STATE_RENDER(WINED3DRS_ZVISIBLE),                   state_zvisible      }, WINED3D_GL_EXT_NONE             },
5135     /* Samplers */
5136     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5137     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5138     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5139     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5140     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5141     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5142     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5143     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5144     { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5145     { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, WINED3D_GL_EXT_NONE             },
5146     { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5147     { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5148     { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5149     { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5150     { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5151     { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5152     { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5153     { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5154     { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5155     { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, WINED3D_GL_EXT_NONE             },
5156     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5157 };
5158
5159 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5160     { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
5161     { STATE_VSHADER,                                      { STATE_VDECL,                                        NULL                }, WINED3D_GL_EXT_NONE             },
5162     { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             NULL                }, WINED3D_GL_EXT_NONE             },
5163     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
5164       /* Clip planes */
5165     { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5166     { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5167     { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5168     { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5169     { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5170     { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5171     { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5172     { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5173     { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5174     { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
5175     { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5176     { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5177     { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5178     { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5179     { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5180     { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5181     { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5182     { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5183     { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5184     { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5185     { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5186     { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5187     { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5188     { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5189     { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5190     { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5191     { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5192     { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5193     { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5194     { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5195     { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5196     { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, WINED3D_GL_EXT_NONE             },
5197       /* Lights */
5198     { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, WINED3D_GL_EXT_NONE             },
5199     { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, WINED3D_GL_EXT_NONE             },
5200     { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, WINED3D_GL_EXT_NONE             },
5201     { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, WINED3D_GL_EXT_NONE             },
5202     { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, WINED3D_GL_EXT_NONE             },
5203     { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, WINED3D_GL_EXT_NONE             },
5204     { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, WINED3D_GL_EXT_NONE             },
5205     { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, WINED3D_GL_EXT_NONE             },
5206     /* Viewport */
5207     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, WINED3D_GL_EXT_NONE             },
5208       /* Transform states follow                    */
5209     { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, WINED3D_GL_EXT_NONE             },
5210     { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, WINED3D_GL_EXT_NONE             },
5211     { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5212     { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5213     { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5214     { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5215     { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5216     { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5217     { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5218     { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL            }, WINED3D_GL_EXT_NONE             },
5219     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, WINED3D_GL_EXT_NONE             },
5220     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5221     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5222     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5223     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5224     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5225     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5226     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5227     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5228     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5229     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5230     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5231     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5232     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5233     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5234     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5235     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5236     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5237     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5238     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5239     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5240     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5241     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5242     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5243     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5244     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5245     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5246     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5247     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5248     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5249     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5250     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5251     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5252     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5253     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5254     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5255     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5256     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5257     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5258     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5259     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5260     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5261     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5262     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5263     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5264     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5265     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5266     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5267     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5268     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5269     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5270     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5271     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5272     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5273     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5274     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5275     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5276     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5277     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5278     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5279     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5280     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5281     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5282     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5283     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5284     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5285     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5286     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5287     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5288     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5289     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5290     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5291     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5292     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5293     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5294     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5295     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5296     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5297     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5298     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5299     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5300     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5301     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5302     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5303     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5304     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5305     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5306     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5307     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5308     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5309     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5310     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5311     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5312     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5313     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5314     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5315     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5316     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5317     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5318     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5319     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5320     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5321     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5322     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5323     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5324     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5325     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5326     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5327     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5328     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5329     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5330     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5331     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5332     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5333     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5334     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5335     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5336     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5337     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5338     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5339     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5340     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5341     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5342     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5343     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5344     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5345     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5346     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5347     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5348     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5349     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5350     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5351     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5352     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5353     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5354     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5355     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5356     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5357     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5358     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5359     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5360     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5361     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5362     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5363     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5364     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5365     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5366     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5367     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5368     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5369     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5370     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5371     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5372     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5373     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5374     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5375     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5376     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5377     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5378     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5379     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5380     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5381     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5382     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5383     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5384     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5385     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5386     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5387     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5388     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5389     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5390     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5391     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5392     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5393     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5394     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5395     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5396     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5397     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5398     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5399     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5400     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5401     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5402     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5403     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5404     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5405     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5406     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5407     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5408     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5409     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5410     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5411     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5412     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5413     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5414     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5415     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5416     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5417     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5418     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5419     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5420     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5421     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5422     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5423     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5424     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5425     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5426     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5427     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5428     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5429     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5430     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5431     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5432     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5433     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5434     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5435     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5436     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5437     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5438     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5439     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5440     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5441     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5442     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5443     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5444     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5445     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5446     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5447     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5448     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5449     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5450     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5451     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5452     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5453     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5454     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5455     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5456     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5457     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5458     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5459     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5460     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5461     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5462     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5463     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5464     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5465     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5466     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5467     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5468     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5469     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5470     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5471     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5472     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5473     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5474     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5475     { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5476     { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5477     { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5478     { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5479     { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5480     { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5481     { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5482     { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5483     { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5484     { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5485     { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5486     { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5487     { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5488     { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5489     { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5490     { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5491       /* Fog */
5492     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5493     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
5494     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
5495     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      }, NV_FOG_DISTANCE                 },
5496     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, WINED3D_GL_EXT_NONE             },
5497     { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
5498     { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   NULL                }, WINED3D_GL_EXT_NONE             },
5499     { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, WINED3D_GL_EXT_NONE             },
5500     { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, WINED3D_GL_EXT_NONE             },
5501     { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5502     { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, WINED3D_GL_EXT_NONE             },
5503     { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, WINED3D_GL_EXT_NONE             },
5504     { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                NULL                }, WINED3D_GL_EXT_NONE             },
5505     { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                NULL                }, WINED3D_GL_EXT_NONE             },
5506     { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                NULL                }, WINED3D_GL_EXT_NONE             },
5507     { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                NULL                }, WINED3D_GL_EXT_NONE             },
5508     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   }, ARB_VERTEX_BLEND                },
5509     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, WINED3D_GL_EXT_NONE             },
5510     { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5511     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5512     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5513     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
5514     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   }, ARB_POINT_SPRITE                },
5515     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, WINED3D_GL_EXT_NONE             },
5516     { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5517     { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5518     { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5519     { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
5520     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              NULL                }, ARB_POINT_PARAMETERS            },
5521     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              NULL                }, EXT_POINT_PARAMETERS            },
5522     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              NULL                }, WINED3D_GL_EXT_NONE             },
5523     { STATE_RENDER(WINED3DRS_TWEENFACTOR),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                NULL                }, WINED3D_GL_EXT_NONE             },
5524     { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE),   { STATE_RENDER(WINED3DRS_VERTEXBLEND),                NULL                }, WINED3D_GL_EXT_NONE             },
5525
5526     /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5527      * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5528      * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5529      */
5530     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5531     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5532     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5533     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5534     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5535     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5536     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5537     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5538     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5539     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5540     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5541     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5542     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5543     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5544     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5545     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5546     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5547     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5548     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5549     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5550     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5551     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5552     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, WINED3D_GL_NORMALIZED_TEXRECT   },
5553     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5554     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5555 };
5556
5557 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5558     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5559     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5560     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5561     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5562     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5563     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5564     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5565     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5566     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5567     { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5568     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5569     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5570     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5571     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5572     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5573     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5574     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5575     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5576     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5577     { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5578     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5579     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5580     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5581     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5582     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5583     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5584     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5585     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5586     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5587     { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5588     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5589     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5590     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5591     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5592     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5593     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5594     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5595     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5596     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5597     { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5598     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5599     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5600     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5601     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5602     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5603     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5604     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5605     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5606     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5607     { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5608     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5609     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5610     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5611     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5612     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5613     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5614     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5615     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5616     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5617     { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5618     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5619     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5620     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5621     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5622     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5623     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5624     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5625     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5626     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5627     { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5628     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5629     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5630     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5631     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5632     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5633     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5634     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5635     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
5636     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
5637     { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL                }, WINED3D_GL_EXT_NONE             },
5638     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
5639     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  NULL                }, WINED3D_GL_EXT_NONE             },
5640     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, WINED3D_GL_EXT_NONE             },
5641     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
5642     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
5643     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5644     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
5645     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
5646     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
5647     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                }, WINED3D_GL_EXT_NONE             },
5648     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5649     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5650     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5651     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5652     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5653     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5654     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5655     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5656     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5657 };
5658
5659 /* Context activation is done by the caller. */
5660 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5661
5662 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5663 {
5664     pCaps->PrimitiveMiscCaps = 0;
5665     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
5666                             WINED3DTEXOPCAPS_ADDSIGNED   |
5667                             WINED3DTEXOPCAPS_ADDSIGNED2X |
5668                             WINED3DTEXOPCAPS_MODULATE    |
5669                             WINED3DTEXOPCAPS_MODULATE2X  |
5670                             WINED3DTEXOPCAPS_MODULATE4X  |
5671                             WINED3DTEXOPCAPS_SELECTARG1  |
5672                             WINED3DTEXOPCAPS_SELECTARG2  |
5673                             WINED3DTEXOPCAPS_DISABLE;
5674
5675     if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5676             || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5677             || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5678     {
5679         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
5680                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
5681                                 WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
5682                                 WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
5683                                 WINED3DTEXOPCAPS_LERP               |
5684                                 WINED3DTEXOPCAPS_SUBTRACT;
5685     }
5686     if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5687             || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5688     {
5689         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
5690                                 WINED3DTEXOPCAPS_MULTIPLYADD            |
5691                                 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5692                                 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5693                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5694     }
5695     if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5696         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5697
5698     pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5699     pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5700 }
5701
5702 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5703 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5704 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5705 {
5706     if (TRACE_ON(d3d))
5707     {
5708         TRACE("Checking support for fixup:\n");
5709         dump_color_fixup_desc(fixup);
5710     }
5711
5712     /* We only support identity conversions. */
5713     if (is_identity_fixup(fixup))
5714     {
5715         TRACE("[OK]\n");
5716         return TRUE;
5717     }
5718
5719     TRACE("[FAILED]\n");
5720     return FALSE;
5721 }
5722
5723 const struct fragment_pipeline ffp_fragment_pipeline = {
5724     ffp_enable,
5725     ffp_fragment_get_caps,
5726     ffp_fragment_alloc,
5727     ffp_fragment_free,
5728     ffp_color_fixup_supported,
5729     ffp_fragmentstate_template,
5730     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5731 };
5732
5733 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5734 {
5735     unsigned int i;
5736     for(i = 0; funcs[i]; i++);
5737     return i;
5738 }
5739
5740 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5741 {
5742     stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5743     stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5744 }
5745
5746 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5747 {
5748     stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5749     stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5750     stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5751 }
5752
5753 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5754 {
5755     unsigned int start, last, i;
5756
5757     start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5758     last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5759     for (i = start; i <= last; ++i)
5760     {
5761         state_table[i].representative = 0;
5762         state_table[i].apply = state_undefined;
5763     }
5764
5765     start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5766     last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5767     for (i = start; i <= last; ++i)
5768     {
5769         state_table[i].representative = 0;
5770         state_table[i].apply = state_undefined;
5771     }
5772
5773     start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5774     last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5775     for (i = start; i <= last; ++i)
5776     {
5777         state_table[i].representative = 0;
5778         state_table[i].apply = state_undefined;
5779     }
5780 }
5781
5782 static void validate_state_table(struct StateEntry *state_table)
5783 {
5784     static const struct
5785     {
5786         DWORD first;
5787         DWORD last;
5788     }
5789     rs_holes[] =
5790     {
5791         {  1,   1},
5792         {  3,   3},
5793         { 17,  18},
5794         { 21,  21},
5795         { 42,  45},
5796         { 61, 127},
5797         {149, 150},
5798         {169, 169},
5799         {177, 177},
5800         {196, 197},
5801         {  0,   0},
5802     };
5803     static const DWORD simple_states[] =
5804     {
5805         STATE_MATERIAL,
5806         STATE_VDECL,
5807         STATE_STREAMSRC,
5808         STATE_INDEXBUFFER,
5809         STATE_VERTEXSHADERCONSTANT,
5810         STATE_PIXELSHADERCONSTANT,
5811         STATE_VSHADER,
5812         STATE_PIXELSHADER,
5813         STATE_VIEWPORT,
5814         STATE_SCISSORRECT,
5815         STATE_FRONTFACE,
5816     };
5817     unsigned int i, current;
5818
5819     for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5820     {
5821         if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5822         {
5823             if (!state_table[i].representative)
5824                 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5825         }
5826         else if (state_table[i].representative)
5827             ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5828
5829         if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5830     }
5831
5832     for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5833     {
5834         if (!state_table[simple_states[i]].representative)
5835             ERR("State %s (%#x) should have a representative.\n",
5836                     debug_d3dstate(simple_states[i]), simple_states[i]);
5837     }
5838
5839     for (i = 0; i < STATE_HIGHEST + 1; ++i)
5840     {
5841         DWORD rep = state_table[i].representative;
5842         if (rep)
5843         {
5844             if (state_table[rep].representative != rep)
5845             {
5846                 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5847                         debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5848                 state_table[i].representative = 0;
5849             }
5850
5851             if (rep != i)
5852             {
5853                 if (state_table[i].apply)
5854                     ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5855             }
5856             else if (!state_table[i].apply)
5857             {
5858                 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5859             }
5860         }
5861     }
5862 }
5863
5864 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5865         const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5866         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5867 {
5868     unsigned int i, type, handlers;
5869     APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5870     const struct StateEntryTemplate *cur;
5871     BOOL set[STATE_HIGHEST + 1];
5872
5873     memset(multistate_funcs, 0, sizeof(multistate_funcs));
5874
5875     for(i = 0; i < STATE_HIGHEST + 1; i++) {
5876         StateTable[i].representative = 0;
5877         StateTable[i].apply = state_undefined;
5878     }
5879
5880     for(type = 0; type < 3; type++) {
5881         /* This switch decides the order in which the states are applied */
5882         switch(type) {
5883             case 0: cur = misc; break;
5884             case 1: cur = fragment->states; break;
5885             case 2: cur = vertex; break;
5886             default: cur = NULL; /* Stupid compiler */
5887         }
5888         if(!cur) continue;
5889
5890         /* GL extension filtering should not prevent multiple handlers being applied from different
5891          * pipeline parts
5892          */
5893         memset(set, 0, sizeof(set));
5894
5895         for(i = 0; cur[i].state; i++) {
5896             APPLYSTATEFUNC *funcs_array;
5897
5898             /* Only use the first matching state with the available extension from one template.
5899              * e.g.
5900              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5901              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0        }
5902              *
5903              * if GL_XYZ_fancy is supported, ignore the 2nd line
5904              */
5905             if(set[cur[i].state]) continue;
5906             /* Skip state lines depending on unsupported extensions */
5907             if (!gl_info->supported[cur[i].extension]) continue;
5908             set[cur[i].state] = TRUE;
5909             /* In some cases having an extension means that nothing has to be
5910              * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5911              * supported, the texture coordinate fixup can be ignored. If the
5912              * apply function is used, mark the state set(done above) to prevent
5913              * applying later lines, but do not record anything in the state
5914              * table
5915              */
5916             if (!cur[i].content.representative) continue;
5917
5918             handlers = num_handlers(multistate_funcs[cur[i].state]);
5919             multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5920             switch(handlers) {
5921                 case 0:
5922                     StateTable[cur[i].state].apply = cur[i].content.apply;
5923                     break;
5924                 case 1:
5925                     StateTable[cur[i].state].apply = multistate_apply_2;
5926                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5927                                                                    0,
5928                                                                    sizeof(**dev_multistate_funcs) * 2);
5929                     if (!dev_multistate_funcs[cur[i].state]) {
5930                         goto out_of_mem;
5931                     }
5932
5933                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5934                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5935                     break;
5936                 case 2:
5937                     StateTable[cur[i].state].apply = multistate_apply_3;
5938                     funcs_array = HeapReAlloc(GetProcessHeap(),
5939                                               0,
5940                                               dev_multistate_funcs[cur[i].state],
5941                                               sizeof(**dev_multistate_funcs) * 3);
5942                     if (!funcs_array) {
5943                         goto out_of_mem;
5944                     }
5945
5946                     dev_multistate_funcs[cur[i].state] = funcs_array;
5947                     dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5948                     break;
5949                 default:
5950                     ERR("Unexpected amount of state handlers for state %u: %u\n",
5951                         cur[i].state, handlers + 1);
5952             }
5953
5954             if(StateTable[cur[i].state].representative &&
5955             StateTable[cur[i].state].representative != cur[i].content.representative) {
5956                 FIXME("State %u has different representatives in different pipeline parts\n",
5957                     cur[i].state);
5958             }
5959             StateTable[cur[i].state].representative = cur[i].content.representative;
5960         }
5961     }
5962
5963     prune_invalid_states(StateTable, gl_info);
5964     validate_state_table(StateTable);
5965
5966     return WINED3D_OK;
5967
5968 out_of_mem:
5969     for (i = 0; i <= STATE_HIGHEST; ++i) {
5970         HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5971     }
5972
5973     memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5974
5975     return E_OUTOFMEMORY;
5976 }