wined3d: Add max_vertex_samplers and max_combined_samplers to WineD3D_GL_Info.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
38
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
42      */
43     if(STATE_IS_RENDER(state)) {
44         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46     } else {
47         /* Shouldn't have an unknown type here */
48         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
49     }
50 }
51
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54      * list without causing confusing terminal output. Deliberately no special debug name here
55      * because its undefined.
56      */
57     WARN("undefined state %d\n", state);
58 }
59
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
62
63     switch(Value) {
64         case WINED3DFILL_POINT:
65             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67             break;
68         case WINED3DFILL_WIREFRAME:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71             break;
72         case WINED3DFILL_SOLID:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75             break;
76         default:
77             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
78     }
79 }
80
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82     BOOL transformed;
83
84     /* Lighting is not enabled if transformed vertices are drawn
85      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86      * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87      * vertex declaration appplying function calls this function for updating
88      */
89
90     if(isStateDirty(context, STATE_VDECL)) {
91         return;
92     }
93
94     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
97
98     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99         glEnable(GL_LIGHTING);
100         checkGLcall("glEnable GL_LIGHTING");
101     } else {
102         glDisable(GL_LIGHTING);
103         checkGLcall("glDisable GL_LIGHTING");
104     }
105 }
106
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108     /* No z test without depth stencil buffers */
109     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111         checkGLcall("glDisable GL_DEPTH_TEST");
112         return;
113     }
114
115     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116         case WINED3DZB_FALSE:
117             glDisable(GL_DEPTH_TEST);
118             checkGLcall("glDisable GL_DEPTH_TEST");
119             break;
120         case WINED3DZB_TRUE:
121             glEnable(GL_DEPTH_TEST);
122             checkGLcall("glEnable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_USEW:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             FIXME("W buffer is not well handled\n");
128             break;
129         default:
130             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
131     }
132 }
133
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135     /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
136
137     /* If we are culling "back faces with clockwise vertices" then
138        set front faces to be counter clockwise and enable culling
139        of back faces                                               */
140     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141         case WINED3DCULL_NONE:
142             glDisable(GL_CULL_FACE);
143             checkGLcall("glDisable GL_CULL_FACE");
144             break;
145         case WINED3DCULL_CW:
146             glEnable(GL_CULL_FACE);
147             checkGLcall("glEnable GL_CULL_FACE");
148             if (stateblock->wineD3DDevice->render_offscreen) {
149                 glFrontFace(GL_CW);
150                 checkGLcall("glFrontFace GL_CW");
151             } else {
152                 glFrontFace(GL_CCW);
153                 checkGLcall("glFrontFace GL_CCW");
154             }
155             glCullFace(GL_BACK);
156             break;
157         case WINED3DCULL_CCW:
158             glEnable(GL_CULL_FACE);
159             checkGLcall("glEnable GL_CULL_FACE");
160             if (stateblock->wineD3DDevice->render_offscreen) {
161                 glFrontFace(GL_CCW);
162                 checkGLcall("glFrontFace GL_CCW");
163             } else {
164                 glFrontFace(GL_CW);
165                 checkGLcall("glFrontFace GL_CW");
166             }
167             glCullFace(GL_BACK);
168             break;
169         default:
170             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
171     }
172 }
173
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176         case WINED3DSHADE_FLAT:
177             glShadeModel(GL_FLAT);
178             checkGLcall("glShadeModel(GL_FLAT)");
179             break;
180         case WINED3DSHADE_GOURAUD:
181             glShadeModel(GL_SMOOTH);
182             checkGLcall("glShadeModel(GL_SMOOTH)");
183             break;
184         case WINED3DSHADE_PHONG:
185             FIXME("WINED3DSHADE_PHONG isn't supported\n");
186             break;
187         default:
188             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
189     }
190 }
191
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194         glEnable(GL_DITHER);
195         checkGLcall("glEnable GL_DITHER");
196     } else {
197         glDisable(GL_DITHER);
198         checkGLcall("glDisable GL_DITHER");
199     }
200 }
201
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204      * this has to be merged with ZENABLE and ZFUNC
205      */
206     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207         glDepthMask(1);
208         checkGLcall("glDepthMask(1)");
209     } else {
210         glDepthMask(0);
211         checkGLcall("glDepthMask(0)");
212     }
213 }
214
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
217
218     if(glParm) {
219         glDepthFunc(glParm);
220         checkGLcall("glDepthFunc");
221     }
222 }
223
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225     float col[4];
226     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227
228     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230     checkGLcall("glLightModel for MODEL_AMBIENT");
231 }
232
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234     int srcBlend = GL_ZERO;
235     int dstBlend = GL_ZERO;
236
237     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
239         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
240         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241         glEnable(GL_BLEND);
242         checkGLcall("glEnable GL_BLEND");
243     } else {
244         glDisable(GL_BLEND);
245         checkGLcall("glDisable GL_BLEND");
246         /* Nothing more to do - get out */
247         return;
248     };
249
250     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
252         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
253         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
254         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
255         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
256         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
257         case WINED3DBLEND_DESTALPHA          : srcBlend = GL_DST_ALPHA;  break;
258         case WINED3DBLEND_INVDESTALPHA       : srcBlend = GL_ONE_MINUS_DST_ALPHA;  break;
259         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
260         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
261         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
262
263         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
264             dstBlend = GL_SRC_ALPHA;
265             break;
266
267         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269             break;
270
271         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
272         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
273         default:
274             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
275     }
276
277     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
279         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
280         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
281         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
282         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
283         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
284         case WINED3DBLEND_DESTALPHA          : dstBlend = GL_DST_ALPHA;  break;
285         case WINED3DBLEND_INVDESTALPHA       : dstBlend = GL_ONE_MINUS_DST_ALPHA;  break;
286         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
287         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
288         case WINED3DBLEND_SRCALPHASAT        : dstBlend = GL_SRC_ALPHA_SATURATE;  break;
289
290         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
291             srcBlend = GL_SRC_ALPHA;
292             break;
293
294         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296             break;
297
298         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
299         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
300         default:
301             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
302     }
303
304     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306         glEnable(GL_LINE_SMOOTH);
307         checkGLcall("glEnable(GL_LINE_SMOOTH)");
308         if(srcBlend != GL_SRC_ALPHA) {
309             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310             srcBlend = GL_SRC_ALPHA;
311         }
312         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
315         }
316     } else {
317         glDisable(GL_LINE_SMOOTH);
318         checkGLcall("glDisable(GL_LINE_SMOOTH)");
319     }
320
321     TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322     glBlendFunc(srcBlend, dstBlend);
323     checkGLcall("glBlendFunc");
324 }
325
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327     float col[4];
328
329     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331     glBlendColor (col[0],col[1],col[2],col[3]);
332     checkGLcall("glBlendColor");
333 }
334
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336     int glParm = 0;
337     float ref;
338     BOOL enable_ckey = FALSE;
339
340     IWineD3DSurfaceImpl *surf;
341
342     /* Find out if the texture on the first stage has a ckey set
343      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346      * in case it finds some texture+colorkeyenable combination which needs extra care.
347      */
348     if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
350
351         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352             const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355              * surface has alpha bits
356              */
357             if(fmt->alphaMask == 0x00000000) {
358                 enable_ckey = TRUE;
359             }
360         }
361     }
362
363     if(enable_ckey || context->last_was_ckey) {
364         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
365     }
366     context->last_was_ckey = enable_ckey;
367
368     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370         glEnable(GL_ALPHA_TEST);
371         checkGLcall("glEnable GL_ALPHA_TEST");
372     } else {
373         glDisable(GL_ALPHA_TEST);
374         checkGLcall("glDisable GL_ALPHA_TEST");
375         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376          * enable call
377          */
378         return;
379     }
380
381     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382         glParm = GL_NOTEQUAL;
383         ref = 0.0;
384     } else {
385         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
387     }
388     if(glParm) {
389         glAlphaFunc(glParm, ref);
390         checkGLcall("glAlphaFunc");
391     }
392 }
393
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395     DWORD enable  = 0xFFFFFFFF;
396     DWORD disable = 0x00000000;
397
398     if (use_vs(stateblock->wineD3DDevice)) {
399         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401          * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402          * of that - don't do anything here and keep them disabled
403          */
404         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405             static BOOL warned = FALSE;
406             if(!warned) {
407                 FIXME("Clipping not supported with vertex shaders\n");
408                 warned = TRUE;
409             }
410         }
411         return;
412     }
413
414     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
415      * of already set values
416      */
417
418     /* If enabling / disabling all
419      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
420      */
421     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424     } else {
425         disable = 0xffffffff;
426         enable  = 0x00;
427     }
428
429     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
430     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
431     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
432     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
433     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
434     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
435
436     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
442
443     /** update clipping status */
444     if (enable) {
445         stateblock->clip_status.ClipUnion = 0;
446         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447     } else {
448         stateblock->clip_status.ClipUnion = 0;
449         stateblock->clip_status.ClipIntersection = 0;
450     }
451 }
452
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454     int glParm = GL_FUNC_ADD;
455
456     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458         return;
459     }
460
461     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462         case WINED3DBLENDOP_ADD              : glParm = GL_FUNC_ADD;              break;
463         case WINED3DBLENDOP_SUBTRACT         : glParm = GL_FUNC_SUBTRACT;         break;
464         case WINED3DBLENDOP_REVSUBTRACT      : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465         case WINED3DBLENDOP_MIN              : glParm = GL_MIN;                   break;
466         case WINED3DBLENDOP_MAX              : glParm = GL_MAX;                   break;
467         default:
468             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
469     }
470
471     TRACE("glBlendEquation(%x)\n", glParm);
472     GL_EXTCALL(glBlendEquation(glParm));
473     checkGLcall("glBlendEquation");
474 }
475
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480      * specular color. This is wrong:
481      * Separate specular color means the specular colour is maintained separately, whereas
482      * single color means it is merged in. However in both cases they are being used to
483      * some extent.
484      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486      * running 1.4 yet!
487      *
488      *
489      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490      * Instead, we need to setup the FinalCombiner properly.
491      *
492      * The default setup for the FinalCombiner is:
493      *
494      * <variable>       <input>                             <mapping>               <usage>
495      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
497      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
498      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
499      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
500      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
501      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
502      *
503      * That's pretty much fine as it is, except for variable B, which needs to take
504      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505      * whether WINED3DRS_SPECULARENABLE is enabled or not.
506      */
507
508     TRACE("Setting specular enable state and materials\n");
509     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
510         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
511         checkGLcall("glMaterialfv");
512
513         if(stateblock->material.Power > 128.0) {
514             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
515              * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
516              * them, since 128 results in a hardly visible specular highlight, so it should be safe to
517              * to clamp to 128
518              */
519             WARN("Material power > 128\n");
520             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
521         } else {
522             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
523         }
524         checkGLcall("glMaterialf(GL_SHININESS");
525
526         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
527             glEnable(GL_COLOR_SUM_EXT);
528         } else {
529             TRACE("Specular colors cannot be enabled in this version of opengl\n");
530         }
531         checkGLcall("glEnable(GL_COLOR_SUM)");
532
533         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
534             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
535             checkGLcall("glFinalCombinerInputNV()");
536         }
537     } else {
538         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
539
540         /* for the case of enabled lighting: */
541         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
542         checkGLcall("glMaterialfv");
543
544         /* for the case of disabled lighting: */
545         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
546             glDisable(GL_COLOR_SUM_EXT);
547         } else {
548             TRACE("Specular colors cannot be disabled in this version of opengl\n");
549         }
550         checkGLcall("glDisable(GL_COLOR_SUM)");
551
552         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
553             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
554             checkGLcall("glFinalCombinerInputNV()");
555         }
556     }
557
558     TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
559           stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
560     TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
561           stateblock->material.Ambient.b, stateblock->material.Ambient.a);
562     TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
563           stateblock->material.Specular.b, stateblock->material.Specular.a);
564     TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
565           stateblock->material.Emissive.b, stateblock->material.Emissive.a);
566
567     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
568     checkGLcall("glMaterialfv(GL_AMBIENT)");
569     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
570     checkGLcall("glMaterialfv(GL_DIFFUSE)");
571     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
572     checkGLcall("glMaterialfv(GL_EMISSION)");
573 }
574
575 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
576     unsigned int i;
577
578     /* Note the texture color applies to all textures whereas
579      * GL_TEXTURE_ENV_COLOR applies to active only
580      */
581     float col[4];
582     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
583
584     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
585         /* And now the default texture color as well */
586         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
587             /* Note the WINED3DRS value applies to all textures, but GL has one
588              * per texture, so apply it now ready to be used!
589              */
590             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
591                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
592                 checkGLcall("glActiveTextureARB");
593             } else if (i>0) {
594                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
595             }
596
597             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
598             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
599         }
600     } else {
601         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
602     }
603 }
604
605 static void
606 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
607 #if 0 /* Don't use OpenGL 2.0 calls for now */
608             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
609                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
610                 checkGLcall("glStencilFuncSeparate(...)");
611                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
612                 checkGLcall("glStencilOpSeparate(...)");
613         }
614             else
615 #endif
616     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
617         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
618         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
619         GL_EXTCALL(glActiveStencilFaceEXT(face));
620         checkGLcall("glActiveStencilFaceEXT(...)");
621         glStencilFunc(func, ref, mask);
622         checkGLcall("glStencilFunc(...)");
623         glStencilOp(stencilFail, depthFail, stencilPass);
624         checkGLcall("glStencilOp(...)");
625     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
626         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
627         checkGLcall("glStencilFuncSeparateATI(...)");
628         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
629         checkGLcall("glStencilOpSeparateATI(...)");
630     } else {
631         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
632     }
633 }
634
635 static void
636 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
637     DWORD onesided_enable = FALSE;
638     DWORD twosided_enable = FALSE;
639     GLint func = GL_ALWAYS;
640     GLint func_ccw = GL_ALWAYS;
641     GLint ref = 0;
642     GLuint mask = 0;
643     GLint stencilFail = GL_KEEP;
644     GLint depthFail = GL_KEEP;
645     GLint stencilPass = GL_KEEP;
646     GLint stencilFail_ccw = GL_KEEP;
647     GLint depthFail_ccw = GL_KEEP;
648     GLint stencilPass_ccw = GL_KEEP;
649
650     /* No stencil test without a stencil buffer */
651     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
652         glDisable(GL_STENCIL_TEST);
653         checkGLcall("glDisable GL_STENCIL_TEST");
654         return;
655     }
656
657     if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
658         onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
659     if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
660         twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
661     if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
662         if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
663             func = GL_ALWAYS;
664     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
665         if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
666             func = GL_ALWAYS;
667     if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
668         ref = stateblock->renderState[WINED3DRS_STENCILREF];
669     if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
670         mask = stateblock->renderState[WINED3DRS_STENCILMASK];
671     if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
672         stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
673     if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
674         depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
675     if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
676         stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
677     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
678         stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
679     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
680         depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
681     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
682         stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
683
684     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
685           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
686           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
687     onesided_enable, twosided_enable, ref, mask,
688     func, stencilFail, depthFail, stencilPass,
689     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
690
691     if (twosided_enable) {
692         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
693         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
694     } else {
695         if (onesided_enable) {
696             glEnable(GL_STENCIL_TEST);
697             checkGLcall("glEnable GL_STENCIL_TEST");
698             glStencilFunc(func, ref, mask);
699             checkGLcall("glStencilFunc(...)");
700             glStencilOp(stencilFail, depthFail, stencilPass);
701             checkGLcall("glStencilOp(...)");
702         } else {
703             glDisable(GL_STENCIL_TEST);
704             checkGLcall("glDisable GL_STENCIL_TEST");
705         }
706     }
707 }
708
709 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
710     if(stateblock->wineD3DDevice->stencilBufferTarget) {
711         glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
712     } else {
713         glStencilMask(0);
714     }
715     checkGLcall("glStencilMask");
716 }
717
718 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
719     /* TODO: Put this into the vertex type block once that is in the state table */
720     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
721     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
722                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
723     float fogstart, fogend;
724
725     union {
726         DWORD d;
727         float f;
728     } tmpvalue;
729
730     if (!fogenable) {
731         /* No fog? Disable it, and we're done :-) */
732         glDisable(GL_FOG);
733         checkGLcall("glDisable GL_FOG");
734         if( use_ps(stateblock->wineD3DDevice)
735                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
736             /* disable fog in the pixel shader
737              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
738              * -1/(e-s) and e/(e-s) respectively.
739              */
740             glFogf(GL_FOG_START, 0.0f);
741             checkGLcall("glFogf(GL_FOG_START, fogstart");
742             glFogf(GL_FOG_END, 1.0f);
743             checkGLcall("glFogf(GL_FOG_END, fogend");
744         }
745         return;
746     }
747
748     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
749     fogstart = tmpvalue.f;
750     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
751     fogend = tmpvalue.f;
752
753     /* Fog Rules:
754      *
755      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
756      * It can use the Z value of the vertex, or the alpha component of the specular color.
757      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
758      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
759      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
760      *
761      * FOGTABLEMODE != NONE:
762      *  The Z value is used, with the equation specified, no matter what vertex type.
763      *
764      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
765      *  Per vertex fog is calculated using the specified fog equation and the parameters
766      *
767      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
768      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
769      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
770      *
771      *
772      * Rules for vertex fog with shaders:
773      *
774      * When mixing fixed function functionality with the programmable pipeline, D3D expects
775      * the fog computation to happen during transformation while openGL expects it to happen
776      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
777      * the pixel shader while openGL always expects the pixel shader to handle the blending.
778      * To solve this problem, WineD3D does:
779      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
780      * shader,
781      * and 2) disables the fog computation (in either the fixed function or programmable
782      * rasterizer) if using a vertex program.
783      *
784      *
785      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
786      * without shaders).
787      */
788
789     if( is_ps3 ) {
790         if( !use_vs(stateblock->wineD3DDevice)
791                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
792             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
793         }
794     }
795
796     if (use_vs(stateblock->wineD3DDevice)
797             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
798         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
799             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
800             /* Disable fog */
801             fogenable = FALSE;
802         } else {
803             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
804             glFogi(GL_FOG_MODE, GL_LINEAR);
805             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
806             fogstart = 1.0;
807             fogend = 0.0;
808         }
809         context->last_was_foggy_shader = TRUE;
810     }
811     else if( use_ps(stateblock->wineD3DDevice) ) {
812         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
813          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
814          */
815         WINED3DFOGMODE mode;
816         context->last_was_foggy_shader = FALSE;
817
818         /* If both fogmodes are set use the table fog mode */
819         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
820             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
821         else
822             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
823
824         switch (mode) {
825             case WINED3DFOG_EXP:
826             case WINED3DFOG_EXP2:
827                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
828                 /* Disable fog */
829                 fogenable = FALSE;
830                 break;
831
832             case WINED3DFOG_LINEAR:
833                 fogstart = -1.0f/(fogend-fogstart);
834                 fogend *= -fogstart;
835                 break;
836
837             case WINED3DFOG_NONE:
838                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
839                 /* Disable fog */
840                 fogenable = FALSE;
841                 break;
842             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
843         }
844     }
845     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
846      * the system will apply only pixel(=table) fog effects."
847      */
848     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
849         glHint(GL_FOG_HINT, GL_FASTEST);
850         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
851         context->last_was_foggy_shader = FALSE;
852
853         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
854             /* If processed vertices are used, fall through to the NONE case */
855             case WINED3DFOG_EXP:  {
856                 if(!context->last_was_rhw) {
857                     glFogi(GL_FOG_MODE, GL_EXP);
858                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
859                     if(GL_SUPPORT(EXT_FOG_COORD)) {
860                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
861                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
862                     }
863                     break;
864                 }
865             }
866             case WINED3DFOG_EXP2: {
867                 if(!context->last_was_rhw) {
868                     glFogi(GL_FOG_MODE, GL_EXP2);
869                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
870                     if(GL_SUPPORT(EXT_FOG_COORD)) {
871                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
872                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
873                     }
874                     break;
875                 }
876             }
877             case WINED3DFOG_LINEAR: {
878                 if(!context->last_was_rhw) {
879                     glFogi(GL_FOG_MODE, GL_LINEAR);
880                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
881                     if(GL_SUPPORT(EXT_FOG_COORD)) {
882                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
883                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
884                     }
885                     break;
886                 }
887             }
888             case WINED3DFOG_NONE: {
889                 /* Both are none? According to msdn the alpha channel of the specular
890                  * color contains a fog factor. Set it in drawStridedSlow.
891                  * Same happens with Vertexfog on transformed vertices
892                  */
893                 if(GL_SUPPORT(EXT_FOG_COORD)) {
894                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
895                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
896                     glFogi(GL_FOG_MODE, GL_LINEAR);
897                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
898                     fogstart = 0xff;
899                     fogend = 0x0;
900                 } else {
901                     /* Disable GL fog, handle this in software in drawStridedSlow */
902                     fogenable = FALSE;
903                 }
904                 break;
905             }
906             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
907         }
908     } else {
909         glHint(GL_FOG_HINT, GL_NICEST);
910         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
911         context->last_was_foggy_shader = FALSE;
912
913         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
914             case WINED3DFOG_EXP:
915                 glFogi(GL_FOG_MODE, GL_EXP);
916                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
917                 if(GL_SUPPORT(EXT_FOG_COORD)) {
918                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
919                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
920                 }
921                 break;
922
923             case WINED3DFOG_EXP2:
924                 glFogi(GL_FOG_MODE, GL_EXP2);
925                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
926                 if(GL_SUPPORT(EXT_FOG_COORD)) {
927                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
928                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
929                 }
930                 break;
931
932             case WINED3DFOG_LINEAR:
933                 glFogi(GL_FOG_MODE, GL_LINEAR);
934                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
935                 if(GL_SUPPORT(EXT_FOG_COORD)) {
936                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
937                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
938                 }
939                 break;
940
941             case WINED3DFOG_NONE:   /* Won't happen */
942             default:
943                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
944         }
945     }
946
947     if(fogenable) {
948         glEnable(GL_FOG);
949         checkGLcall("glEnable GL_FOG");
950
951         glFogfv(GL_FOG_START, &fogstart);
952         checkGLcall("glFogf(GL_FOG_START, fogstart");
953         TRACE("Fog Start == %f\n", fogstart);
954
955         glFogfv(GL_FOG_END, &fogend);
956         checkGLcall("glFogf(GL_FOG_END, fogend");
957         TRACE("Fog End == %f\n", fogend);
958     } else {
959         glDisable(GL_FOG);
960         checkGLcall("glDisable GL_FOG");
961         if( use_ps(stateblock->wineD3DDevice) ) {
962             /* disable fog in the pixel shader
963              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
964              * -1/(e-s) and e/(e-s) respectively.
965              */
966             glFogf(GL_FOG_START, 0.0f);
967             checkGLcall("glFogf(GL_FOG_START, fogstart");
968             glFogf(GL_FOG_END, 1.0f);
969             checkGLcall("glFogf(GL_FOG_END, fogend");
970         }
971     }
972
973     if (GL_SUPPORT(NV_FOG_DISTANCE)) {
974         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
975     }
976 }
977
978 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
979     float col[4];
980     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
981     glFogfv(GL_FOG_COLOR, &col[0]);
982     checkGLcall("glFog GL_FOG_COLOR");
983 }
984
985 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
986     union {
987         DWORD d;
988         float f;
989     } tmpvalue;
990     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
991     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
992     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
993 }
994
995 /* TODO: Merge with primitive type + init_materials()!! */
996 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
997     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
998     GLenum Parm = 0;
999     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1000     BOOL isDiffuseSupplied;
1001
1002     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1003      * The vertex declaration will call this function if the fixed function pipeline is used.
1004      */
1005
1006     if(isStateDirty(context, STATE_VDECL)) {
1007         return;
1008     }
1009
1010     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1011
1012     context->num_untracked_materials = 0;
1013     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1014         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1015               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1016               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1017               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1018               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1019
1020         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1021             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1022                 Parm = GL_AMBIENT_AND_DIFFUSE;
1023             } else {
1024                 Parm = GL_DIFFUSE;
1025             }
1026             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1027                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1028                 context->num_untracked_materials++;
1029             }
1030             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1031                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1032                 context->num_untracked_materials++;
1033             }
1034         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1035             Parm = GL_AMBIENT;
1036             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1037                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1038                 context->num_untracked_materials++;
1039             }
1040             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1041                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1042                 context->num_untracked_materials++;
1043             }
1044         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1045             Parm = GL_EMISSION;
1046             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1047                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1048                 context->num_untracked_materials++;
1049             }
1050         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1051             Parm = GL_SPECULAR;
1052         }
1053     }
1054
1055     /* Nothing changed, return. */
1056     if (Parm == context->tracking_parm) return;
1057
1058     if(!Parm) {
1059         glDisable(GL_COLOR_MATERIAL);
1060         checkGLcall("glDisable GL_COLOR_MATERIAL");
1061     } else {
1062         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1063         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1064         glEnable(GL_COLOR_MATERIAL);
1065         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1066     }
1067
1068     /* Apparently calls to glMaterialfv are ignored for properties we're
1069      * tracking with glColorMaterial, so apply those here. */
1070     switch (context->tracking_parm) {
1071         case GL_AMBIENT_AND_DIFFUSE:
1072             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1073             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1074             checkGLcall("glMaterialfv");
1075             break;
1076
1077         case GL_DIFFUSE:
1078             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1079             checkGLcall("glMaterialfv");
1080             break;
1081
1082         case GL_AMBIENT:
1083             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1084             checkGLcall("glMaterialfv");
1085             break;
1086
1087         case GL_EMISSION:
1088             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1089             checkGLcall("glMaterialfv");
1090             break;
1091
1092         case GL_SPECULAR:
1093             /* Only change material color if specular is enabled, otherwise it is set to black */
1094             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1095                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1096                 checkGLcall("glMaterialfv");
1097             } else {
1098                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1099                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1100                 checkGLcall("glMaterialfv");
1101             }
1102             break;
1103     }
1104
1105     context->tracking_parm = Parm;
1106 }
1107
1108 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1109     union {
1110         DWORD                 d;
1111         WINED3DLINEPATTERN    lp;
1112     } tmppattern;
1113     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1114
1115     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1116
1117     if (tmppattern.lp.wRepeatFactor) {
1118         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1119         checkGLcall("glLineStipple(repeat, linepattern)");
1120         glEnable(GL_LINE_STIPPLE);
1121         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1122     } else {
1123         glDisable(GL_LINE_STIPPLE);
1124         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1125     }
1126 }
1127
1128 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1129     union {
1130         DWORD d;
1131         float f;
1132     } tmpvalue;
1133
1134     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1135         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1136         TRACE("ZBias value %f\n", tmpvalue.f);
1137         glPolygonOffset(0, -tmpvalue.f);
1138         checkGLcall("glPolygonOffset(0, -Value)");
1139         glEnable(GL_POLYGON_OFFSET_FILL);
1140         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1141         glEnable(GL_POLYGON_OFFSET_LINE);
1142         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1143         glEnable(GL_POLYGON_OFFSET_POINT);
1144         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1145     } else {
1146         glDisable(GL_POLYGON_OFFSET_FILL);
1147         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1148         glDisable(GL_POLYGON_OFFSET_LINE);
1149         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1150         glDisable(GL_POLYGON_OFFSET_POINT);
1151         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1152     }
1153 }
1154
1155
1156 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1157     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1158         glEnable(GL_NORMALIZE);
1159         checkGLcall("glEnable(GL_NORMALIZE);");
1160     } else {
1161         glDisable(GL_NORMALIZE);
1162         checkGLcall("glDisable(GL_NORMALIZE);");
1163     }
1164 }
1165
1166 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1167     union {
1168         DWORD d;
1169         float f;
1170     } tmpvalue;
1171
1172     /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1173     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1174     TRACE("Set point size to %f\n", tmpvalue.f);
1175     glPointSize(tmpvalue.f);
1176     checkGLcall("glPointSize(...);");
1177 }
1178
1179 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1180     union {
1181         DWORD d;
1182         float f;
1183     } tmpvalue;
1184
1185     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1186     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1187         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1188         checkGLcall("glPointParameterfARB(...");
1189     }
1190     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1191         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1192         checkGLcall("glPointParameterfEXT(...);");
1193     } else if(tmpvalue.f != 1.0) {
1194         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1195     }
1196 }
1197
1198 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1199     union {
1200         DWORD d;
1201         float f;
1202     } tmpvalue;
1203
1204     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1205     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1206         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1207         checkGLcall("glPointParameterfARB(...");
1208     }
1209     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1210         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1211         checkGLcall("glPointParameterfEXT(...);");
1212     } else if(tmpvalue.f != 64.0) {
1213         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1214     }
1215 }
1216
1217 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1218     /* TODO: Group this with the viewport */
1219     /*
1220      * POINTSCALEENABLE controls how point size value is treated. If set to
1221      * true, the point size is scaled with respect to height of viewport.
1222      * When set to false point size is in pixels.
1223      *
1224      * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1225      */
1226
1227     /* Default values */
1228     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1229
1230     /*
1231      * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1232      * This means that OpenGL will clamp really small point sizes to 1.0f.
1233      * To correct for this we need to multiply by the scale factor when sizes
1234      * are less than 1.0f. scale_factor =  1.0f / point_size.
1235      */
1236     GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1237     if(pointSize > 0.0f) {
1238         GLfloat scaleFactor;
1239
1240         if(pointSize < 1.0f) {
1241             scaleFactor = pointSize * pointSize;
1242         } else {
1243             scaleFactor = 1.0f;
1244         }
1245
1246         if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1247             att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1248                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1249             att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1250                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1251             att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1252                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1253         }
1254     }
1255
1256     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1257         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1258         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1259     }
1260     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1261         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1262         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1263     } else {
1264         TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1265     }
1266 }
1267
1268 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1269     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1270
1271     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1272         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1273         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1274         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1275         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1276     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1277                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1278                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1279                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1280     checkGLcall("glColorMask(...)");
1281
1282     /* depends on WINED3DRS_COLORWRITEENABLE. */
1283     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1284        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1285        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1286         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1287             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1288             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1289             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1290     }
1291 }
1292
1293 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1294     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1295         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1296         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1297     } else {
1298         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1299         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1300     }
1301 }
1302
1303 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1304     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1305         TRACE("Last Pixel Drawing Enabled\n");
1306     } else {
1307         static BOOL first = TRUE;
1308         if(first) {
1309             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1310             first = FALSE;
1311         } else {
1312             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1313         }
1314     }
1315 }
1316
1317 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1318     /* TODO: NV_POINT_SPRITE */
1319     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1320         TRACE("Point sprites not supported\n");
1321         return;
1322     }
1323
1324     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1325         glEnable(GL_POINT_SPRITE_ARB);
1326         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1327     } else {
1328         glDisable(GL_POINT_SPRITE_ARB);
1329         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1330     }
1331 }
1332
1333 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1334     /**
1335      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1336      http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1337      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1338      Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1339      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1340
1341      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1342      */
1343     TRACE("Stub\n");
1344     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1345        stateblock->renderState[WINED3DRS_WRAP1] ||
1346        stateblock->renderState[WINED3DRS_WRAP2] ||
1347        stateblock->renderState[WINED3DRS_WRAP3] ||
1348        stateblock->renderState[WINED3DRS_WRAP4] ||
1349        stateblock->renderState[WINED3DRS_WRAP5] ||
1350        stateblock->renderState[WINED3DRS_WRAP6] ||
1351        stateblock->renderState[WINED3DRS_WRAP7] ||
1352        stateblock->renderState[WINED3DRS_WRAP8] ||
1353        stateblock->renderState[WINED3DRS_WRAP9] ||
1354        stateblock->renderState[WINED3DRS_WRAP10] ||
1355        stateblock->renderState[WINED3DRS_WRAP11] ||
1356        stateblock->renderState[WINED3DRS_WRAP12] ||
1357        stateblock->renderState[WINED3DRS_WRAP13] ||
1358        stateblock->renderState[WINED3DRS_WRAP14] ||
1359        stateblock->renderState[WINED3DRS_WRAP15] ) {
1360         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1361     }
1362 }
1363
1364 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1365     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1366         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1367             glEnable(GL_MULTISAMPLE_ARB);
1368             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1369         } else {
1370             glDisable(GL_MULTISAMPLE_ARB);
1371             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1372         }
1373     } else {
1374         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1375             ERR("Multisample antialiasing not supported by gl\n");
1376         }
1377     }
1378 }
1379
1380 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1381     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1382         glEnable(GL_SCISSOR_TEST);
1383         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1384     } else {
1385         glDisable(GL_SCISSOR_TEST);
1386         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1387     }
1388 }
1389
1390 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1391     union {
1392         DWORD d;
1393         float f;
1394     } tmpvalue;
1395
1396     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1397        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1398         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1399         glEnable(GL_POLYGON_OFFSET_FILL);
1400         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1401         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1402         checkGLcall("glPolygonOffset(...)");
1403     } else {
1404         glDisable(GL_POLYGON_OFFSET_FILL);
1405         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1406     }
1407 }
1408
1409 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1410     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1411         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1412         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1413     } else {
1414         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1415         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1416     }
1417 }
1418
1419 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1420     TRACE("Stub\n");
1421     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1422         FIXME(" Stippled Alpha not supported yet.\n");
1423 }
1424
1425 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1426     TRACE("Stub\n");
1427     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1428         FIXME(" Antialias not supported yet.\n");
1429 }
1430
1431 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432     TRACE("Stub\n");
1433     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1434         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1435 }
1436
1437 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438     TRACE("Stub\n");
1439     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1440         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1441 }
1442
1443 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444     union {
1445         DWORD d;
1446         float f;
1447     } tmpvalue;
1448     tmpvalue.f = 1.0f;
1449
1450     TRACE("Stub\n");
1451     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1452     {
1453         static BOOL displayed = FALSE;
1454
1455         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1456         if(!displayed)
1457             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1458
1459         displayed = TRUE;
1460     }
1461 }
1462
1463 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1464     TRACE("Stub\n");
1465     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1466         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1467 }
1468
1469 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1470     TRACE("Stub\n");
1471     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1472         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1473 }
1474
1475 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1476     TRACE("Stub\n");
1477     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1478         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1479 }
1480
1481
1482 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1483     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1484         FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1485 }
1486
1487 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1488     TRACE("Stub\n");
1489     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1490         FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1491 }
1492
1493 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1494     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1495         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1496     }
1497 }
1498
1499 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1500     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1501         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1502     }
1503 }
1504
1505 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1506     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1507         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1508     }
1509 }
1510
1511 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1512     if(stateblock->renderState[WINED3DRS_ROP2]) {
1513         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1514     }
1515 }
1516
1517 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1518     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1519         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1520     }
1521 }
1522
1523 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1524     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1525         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1526     }
1527 }
1528
1529 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1530     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1531         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1532     }
1533 }
1534
1535 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1536     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1537         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1538     }
1539 }
1540
1541 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1542     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1543         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1544     }
1545 }
1546
1547 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1548     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1549         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1550     }
1551 }
1552
1553 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1554     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1555         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1556     }
1557 }
1558
1559 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1560     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1561         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1562     }
1563 }
1564
1565 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1566     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1567         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1568     }
1569 }
1570
1571 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1572     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1573         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1574     }
1575 }
1576
1577 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1578     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1579         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1580     }
1581 }
1582
1583 /* Activates the texture dimension according to the bound D3D texture.
1584  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1585  * Requires the caller to activate the correct unit before
1586  */
1587 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1588     BOOL bumpmap = FALSE;
1589
1590     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1591                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1592         bumpmap = TRUE;
1593         context->texShaderBumpMap |= (1 << stage);
1594     } else {
1595         context->texShaderBumpMap &= ~(1 << stage);
1596     }
1597
1598     if(stateblock->textures[stage]) {
1599         switch(stateblock->textureDimensions[stage]) {
1600             case GL_TEXTURE_2D:
1601                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1602                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1603                 } else {
1604                     glDisable(GL_TEXTURE_3D);
1605                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1606                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1607                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1608                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1609                     }
1610                     glEnable(GL_TEXTURE_2D);
1611                     checkGLcall("glEnable(GL_TEXTURE_2D)");
1612                 }
1613                 break;
1614             case GL_TEXTURE_3D:
1615                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1616                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1617                 } else {
1618                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1619                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1620                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1621                     }
1622                     glDisable(GL_TEXTURE_2D);
1623                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1624                     glEnable(GL_TEXTURE_3D);
1625                     checkGLcall("glEnable(GL_TEXTURE_3D)");
1626                 }
1627                 break;
1628             case GL_TEXTURE_CUBE_MAP_ARB:
1629                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1630                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1631                 } else {
1632                     glDisable(GL_TEXTURE_2D);
1633                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1634                     glDisable(GL_TEXTURE_3D);
1635                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1636                     glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1637                     checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1638                 }
1639               break;
1640         }
1641     } else {
1642         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1643             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1644         } else {
1645             glEnable(GL_TEXTURE_2D);
1646             checkGLcall("glEnable(GL_TEXTURE_2D)");
1647             glDisable(GL_TEXTURE_3D);
1648             checkGLcall("glDisable(GL_TEXTURE_3D)");
1649             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1650                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1651                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1652             }
1653             /* Binding textures is done by samplers. A dummy texture will be bound */
1654         }
1655     }
1656 }
1657
1658 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1659     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1660     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1661
1662     TRACE("Setting color op for stage %d\n", stage);
1663
1664     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1665         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1666         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1667         return;
1668     }
1669
1670     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1671
1672     if (mapped_stage != -1) {
1673         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1674             if (mapped_stage >= GL_LIMITS(textures)) {
1675                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1676                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1677                     FIXME("Attempt to enable unsupported stage!\n");
1678                 }
1679                 return;
1680             }
1681             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1682             checkGLcall("glActiveTextureARB");
1683         } else if (stage > 0) {
1684             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1685             return;
1686         }
1687     }
1688
1689     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1690         if(stateblock->lowest_disabled_stage > 0) {
1691             glEnable(GL_REGISTER_COMBINERS_NV);
1692             GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1693         } else {
1694             glDisable(GL_REGISTER_COMBINERS_NV);
1695         }
1696     }
1697     if(stage >= stateblock->lowest_disabled_stage) {
1698         TRACE("Stage disabled\n");
1699         if (mapped_stage != -1) {
1700             /* Disable everything here */
1701             glDisable(GL_TEXTURE_2D);
1702             checkGLcall("glDisable(GL_TEXTURE_2D)");
1703             glDisable(GL_TEXTURE_3D);
1704             checkGLcall("glDisable(GL_TEXTURE_3D)");
1705             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1706                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1707                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1708             }
1709             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1710                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1711             }
1712         }
1713         /* All done */
1714         return;
1715     }
1716
1717     /* The sampler will also activate the correct texture dimensions, so no need to do it here
1718      * if the sampler for this stage is dirty
1719      */
1720     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1721         if (mapped_stage != -1) activate_dimensions(stage, stateblock, context);
1722     }
1723
1724     /* Set the texture combiners */
1725     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1726         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1727                          stateblock->textureState[stage][WINED3DTSS_COLOROP],
1728                          stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1729                          stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1730                          stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1731                          mapped_stage);
1732
1733         /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1734          * thus the texture shader may have to be updated
1735          */
1736         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1737             BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1738                              stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1739             BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1740             if(usesBump != usedBump) {
1741                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1742                 checkGLcall("glActiveTextureARB");
1743                 activate_dimensions(stage + 1, stateblock, context);
1744                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1745                 checkGLcall("glActiveTextureARB");
1746             }
1747         }
1748     } else {
1749         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1750                     stateblock->textureState[stage][WINED3DTSS_COLOROP],
1751                     stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1752                     stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1753                     stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1754     }
1755 }
1756
1757 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1758     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1759     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1760     DWORD op, arg1, arg2, arg0;
1761
1762     TRACE("Setting alpha op for stage %d\n", stage);
1763     /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1764     if (mapped_stage != -1) {
1765         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1766             if (stage >= GL_LIMITS(textures)) {
1767                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1768                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1769                     FIXME("Attempt to enable unsupported stage!\n");
1770                 }
1771                 return;
1772             }
1773             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1774             checkGLcall("glActiveTextureARB");
1775         } else if (stage > 0) {
1776             /* We can't do anything here */
1777             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1778             return;
1779         }
1780     }
1781
1782     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1783     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1784     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1785     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1786
1787     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1788        stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1789         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1790
1791         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1792            getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1793
1794             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1795              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1796              * cannot remove the texture's alpha channel entirely.
1797              *
1798              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1799              * on color keyed surfaces.
1800              *
1801              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1802              */
1803             if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1804             if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1805             else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1806         }
1807     }
1808
1809     TRACE("Setting alpha op for stage %d\n", stage);
1810     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1811         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1812                          op, arg1, arg2, arg0,
1813                          mapped_stage);
1814     } else {
1815         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1816                     op, arg1, arg2, arg0);
1817     }
1818 }
1819
1820 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1821     DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1822     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1823
1824     if (mapped_stage < 0) return;
1825
1826     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1827         if(mapped_stage >= GL_LIMITS(textures)) {
1828             return;
1829         }
1830         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1831         checkGLcall("glActiveTextureARB");
1832     } else if (mapped_stage > 0) {
1833         /* We can't do anything here */
1834         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1835         return;
1836     }
1837
1838     set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1839                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1840                         (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1841
1842 }
1843
1844 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1845     int texture_idx;
1846
1847     for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1848         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1849         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1850     }
1851 }
1852
1853 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1854     UINT *offset = stateblock->streamOffset;
1855     unsigned int mapped_stage = 0;
1856     unsigned int textureNo = 0;
1857
1858     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1859     /* Abort if we don't support the extension. */
1860     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1861         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1862         return;
1863     }
1864
1865     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1866         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1867
1868         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1869         if (mapped_stage == -1) continue;
1870
1871         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1872             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1873                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1874
1875             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1876                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1877                 checkGLcall("glBindBufferARB");
1878                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1879             }
1880
1881             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1882             checkGLcall("glClientActiveTextureARB");
1883
1884             /* The coords to supply depend completely on the fvf / vertex shader */
1885             glTexCoordPointer(
1886                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1887                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1888                     sd->u.s.texCoords[coordIdx].dwStride,
1889                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1890             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1891         } else {
1892             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1893         }
1894     }
1895     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1896         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1897         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1898             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1899         }
1900     }
1901 }
1902
1903 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1904     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1905     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1906
1907     if (mapped_stage == -1) {
1908         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1909         return;
1910     }
1911
1912     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1913         if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
1914             return;
1915         }
1916         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1917         checkGLcall("glActiveTextureARB");
1918     } else if (stage > 0) {
1919         /* We can't do anything here */
1920         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1921         return;
1922     }
1923
1924     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1925      *
1926      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1927      * one flag, you can still specify an index value, which the system uses to
1928      * determine the texture wrapping mode.
1929      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1930      * means use the vertex position (camera-space) as the input texture coordinates
1931      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1932      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1933      * to the TEXCOORDINDEX value
1934      */
1935
1936     /*
1937      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1938      */
1939     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1940     case WINED3DTSS_TCI_PASSTHRU:
1941         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1942         glDisable(GL_TEXTURE_GEN_S);
1943         glDisable(GL_TEXTURE_GEN_T);
1944         glDisable(GL_TEXTURE_GEN_R);
1945         glDisable(GL_TEXTURE_GEN_Q);
1946         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1947         break;
1948
1949     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1950         /* CameraSpacePosition means use the vertex position, transformed to camera space,
1951          * as the input texture coordinates for this stage's texture transformation. This
1952          * equates roughly to EYE_LINEAR
1953          */
1954         {
1955             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1956             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1957             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1958             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1959             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1960
1961             glMatrixMode(GL_MODELVIEW);
1962             glPushMatrix();
1963             glLoadIdentity();
1964             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1965             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1966             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1967             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1968             glPopMatrix();
1969
1970             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1971             glEnable(GL_TEXTURE_GEN_S);
1972             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1973             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1974             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1975             glEnable(GL_TEXTURE_GEN_T);
1976             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1977             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1978             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1979             glEnable(GL_TEXTURE_GEN_R);
1980             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1981             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1982             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1983         }
1984         break;
1985
1986     case WINED3DTSS_TCI_CAMERASPACENORMAL:
1987         {
1988             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1989                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1990                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1991                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1992                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1993                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1994
1995                 glMatrixMode(GL_MODELVIEW);
1996                 glPushMatrix();
1997                 glLoadIdentity();
1998                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1999                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2000                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2001                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2002                 glPopMatrix();
2003
2004                 glEnable(GL_TEXTURE_GEN_S);
2005                 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2006                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2007                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2008                 glEnable(GL_TEXTURE_GEN_T);
2009                 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2010                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2011                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2012                 glEnable(GL_TEXTURE_GEN_R);
2013                 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2014                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2015                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2016             }
2017         }
2018         break;
2019
2020     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2021         {
2022             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2023             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2024             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2025             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2026             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2027             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2028
2029             glMatrixMode(GL_MODELVIEW);
2030             glPushMatrix();
2031             glLoadIdentity();
2032             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2033             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2034             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2035             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2036             glPopMatrix();
2037
2038             glEnable(GL_TEXTURE_GEN_S);
2039             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2040             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2041             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2042             glEnable(GL_TEXTURE_GEN_T);
2043             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2044             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2045             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2046             glEnable(GL_TEXTURE_GEN_R);
2047             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2048             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2049             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2050             }
2051         }
2052         break;
2053
2054     /* Unhandled types: */
2055     default:
2056         /* Todo: */
2057         /* ? disable GL_TEXTURE_GEN_n ? */
2058         glDisable(GL_TEXTURE_GEN_S);
2059         glDisable(GL_TEXTURE_GEN_T);
2060         glDisable(GL_TEXTURE_GEN_R);
2061         glDisable(GL_TEXTURE_GEN_Q);
2062         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2063         break;
2064     }
2065
2066     /* Update the texture matrix */
2067     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2068         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2069     }
2070
2071     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2072         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2073          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2074          * and do all the things linked to it
2075          * TODO: Tidy that up to reload only the arrays of the changed unit
2076          */
2077         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2078
2079         unloadTexCoords(stateblock);
2080         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2081     }
2082 }
2083
2084 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2085     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2086     union {
2087         DWORD d;
2088         float f;
2089     } tmpvalue;
2090
2091     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2092     if(tmpvalue.f != 0.0) {
2093         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2094     }
2095 }
2096
2097 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2098     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2099     union {
2100         DWORD d;
2101         float f;
2102     } tmpvalue;
2103
2104     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2105     if(tmpvalue.f != 0.0) {
2106         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2107     }
2108 }
2109
2110 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2111     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2112
2113     if(stage >= GL_LIMITS(texture_stages)) {
2114         return;
2115     }
2116
2117     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2118         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2119     }
2120 }
2121
2122 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2123     DWORD sampler = state - STATE_SAMPLER(0);
2124     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2125     union {
2126         float f;
2127         DWORD d;
2128     } tmpvalue;
2129
2130     TRACE("Sampler: %d\n", sampler);
2131     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2132      * only has to bind textures and set the per texture states
2133      */
2134
2135     if (mapped_stage == -1) {
2136         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2137         return;
2138     }
2139
2140     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2141         if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2142             return;
2143         }
2144         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2145         checkGLcall("glActiveTextureARB");
2146     } else if (sampler > 0) {
2147         /* We can't do anything here */
2148         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2149         return;
2150     }
2151
2152     if(stateblock->textures[sampler]) {
2153         BOOL texIsPow2 = FALSE;
2154
2155         /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2156          * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2157          * scaling is reapplied or removed, the texture matrix has to be reapplied
2158          */
2159         if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2160             if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2161                 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2162                    ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2163                     texIsPow2 = TRUE;
2164                 }
2165             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2166                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2167                     texIsPow2 = TRUE;
2168                 }
2169             }
2170
2171             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2172                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2173                 context->lastWasPow2Texture[sampler] = texIsPow2;
2174             }
2175         }
2176
2177         IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2178         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2179
2180         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2181             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2182             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2183                       GL_TEXTURE_LOD_BIAS_EXT,
2184                       tmpvalue.f);
2185             checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2186         }
2187
2188         if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2189             ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2190             /* Using a pixel shader? Verify the sampler types */
2191
2192             /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2193              * dimensions because the shader knows from which texture type to sample from. For the sake of
2194              * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2195              * dimensions. This should make wrong sampling sources visible :-)
2196              */
2197             glEnable(stateblock->textureDimensions[sampler]);
2198             checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2199         } else if(sampler < stateblock->lowest_disabled_stage) {
2200             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2201                 activate_dimensions(sampler, stateblock, context);
2202             }
2203
2204             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2205                 /* If color keying is enabled update the alpha test, it depends on the existence
2206                  * of a color key in stage 0
2207                  */
2208                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2209             }
2210         }
2211     } else if(sampler < GL_LIMITS(texture_stages)) {
2212         if(sampler < stateblock->lowest_disabled_stage) {
2213             /* TODO: What should I do with pixel shaders here ??? */
2214             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2215                 activate_dimensions(sampler, stateblock, context);
2216             }
2217         } /* Otherwise tex_colorop disables the stage */
2218         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2219         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2220     }
2221 }
2222
2223 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2224     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2225
2226     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2227      * has an update pending
2228      */
2229     if(isStateDirty(context, STATE_VDECL) ||
2230        isStateDirty(context, STATE_PIXELSHADER)) {
2231        return;
2232     }
2233     
2234     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2235 }
2236
2237 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2238     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2239     BOOL use_pshader = use_ps(device);
2240     BOOL use_vshader = use_vs(device);
2241     BOOL update_fog = FALSE;
2242     int i;
2243
2244     if (use_pshader) {
2245         if(!context->last_was_pshader) {
2246             /* Former draw without a pixel shader, some samplers
2247              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2248              * make sure to enable them
2249              */
2250             for(i=0; i < MAX_SAMPLERS; i++) {
2251                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2252                     sampler(STATE_SAMPLER(i), stateblock, context);
2253                 }
2254             }
2255             update_fog = TRUE;
2256         } else {
2257            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2258             * if a different texture was bound. I don't have to do anything.
2259             */
2260         }
2261
2262         /* Compile and bind the shader */
2263         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2264     } else {
2265         /* Disabled the pixel shader - color ops weren't applied
2266          * while it was enabled, so re-apply them.
2267          */
2268         for(i=0; i < MAX_TEXTURES; i++) {
2269             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2270                 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2271             }
2272         }
2273         if(context->last_was_pshader)
2274             update_fog = TRUE;
2275     }
2276
2277     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2278         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2279
2280         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2281             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2282         }
2283     }
2284
2285     if(update_fog)
2286         state_fog(state, stateblock, context);
2287
2288     context->last_was_pshader = use_pshader;
2289 }
2290
2291 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2292     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2293
2294     if(stateblock->pixelShader && stage != 0 &&
2295        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2296         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2297          * anyway
2298          */
2299         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2300            !isStateDirty(context, STATE_PIXELSHADER)) {
2301             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2302         }
2303     }
2304
2305     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2306         if(stage >= GL_LIMITS(texture_stages)) {
2307             WARN("Bump env matrix of unsupported stage set\n");
2308         } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2309             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2310             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2311         }
2312         GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2313                    (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2314         checkGLcall("glTexBumpParameterfvATI");
2315     }
2316     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2317         /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2318          * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2319          * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2320          * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2321          * for stage + 1. Keep the nvrc tex unit mapping in mind too
2322          */
2323         DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2324
2325         if(mapped_stage < GL_LIMITS(textures)) {
2326             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2327             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2328
2329             glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2330                       (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2331             checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2332         }
2333     }
2334 }
2335
2336 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2337     /* This function is called by transform_view below if the view matrix was changed too
2338      *
2339      * Deliberately no check if the vertex declaration is dirty because the vdecl state
2340      * does not always update the world matrix, only on a switch between transformed
2341      * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2342      * draw, but that should be rather rare and cheaper in total.
2343      */
2344     glMatrixMode(GL_MODELVIEW);
2345     checkGLcall("glMatrixMode");
2346
2347     if(context->last_was_rhw) {
2348         glLoadIdentity();
2349         checkGLcall("glLoadIdentity()");
2350     } else {
2351         /* In the general case, the view matrix is the identity matrix */
2352         if (stateblock->wineD3DDevice->view_ident) {
2353             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2354             checkGLcall("glLoadMatrixf");
2355         } else {
2356             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2357             checkGLcall("glLoadMatrixf");
2358             glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2359             checkGLcall("glMultMatrixf");
2360         }
2361     }
2362 }
2363
2364 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2365     UINT index = state - STATE_CLIPPLANE(0);
2366
2367     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2368         return;
2369     }
2370
2371     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2372     glMatrixMode(GL_MODELVIEW);
2373     glPushMatrix();
2374     glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2375
2376     TRACE("Clipplane [%f,%f,%f,%f]\n",
2377           stateblock->clipplane[index][0],
2378           stateblock->clipplane[index][1],
2379           stateblock->clipplane[index][2],
2380           stateblock->clipplane[index][3]);
2381     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2382     checkGLcall("glClipPlane");
2383
2384     glPopMatrix();
2385 }
2386
2387 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2388     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2389     GLenum glMat;
2390     TRACE("Setting world matrix %d\n", matrix);
2391
2392     if(matrix >= GL_LIMITS(blends)) {
2393         WARN("Unsupported blend matrix set\n");
2394         return;
2395     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2396         return;
2397     }
2398
2399     /* GL_MODELVIEW0_ARB:  0x1700
2400      * GL_MODELVIEW1_ARB:  0x0x850a
2401      * GL_MODELVIEW2_ARB:  0x8722
2402      * GL_MODELVIEW3_ARB:  0x8723
2403      * etc
2404      * GL_MODELVIEW31_ARB: 0x873F
2405      */
2406     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2407     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2408
2409     glMatrixMode(glMat);
2410     checkGLcall("glMatrixMode(glMat)");
2411
2412     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2413      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2414      */
2415     if(stateblock->wineD3DDevice->view_ident) {
2416         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2417         checkGLcall("glLoadMatrixf")
2418     } else {
2419         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2420         checkGLcall("glLoadMatrixf")
2421         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2422         checkGLcall("glMultMatrixf")
2423     }
2424 }
2425
2426 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2427     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2428
2429     switch(val) {
2430         case WINED3DVBF_1WEIGHTS:
2431         case WINED3DVBF_2WEIGHTS:
2432         case WINED3DVBF_3WEIGHTS:
2433             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2434                 glEnable(GL_VERTEX_BLEND_ARB);
2435                 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2436
2437                 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2438                  * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2439                  */
2440                 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2441
2442                 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2443                     int i;
2444                     for(i = 1; i < GL_LIMITS(blends); i++) {
2445                         if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2446                             transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2447                         }
2448                     }
2449                     stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2450                 }
2451             } else {
2452                 /* TODO: Implement vertex blending in drawStridedSlow */
2453                 FIXME("Vertex blending enabled, but not supported by hardware\n");
2454             }
2455             break;
2456
2457         case WINED3DVBF_DISABLE:
2458         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2459             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2460                 glDisable(GL_VERTEX_BLEND_ARB);
2461                 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2462             } else {
2463                 TRACE("Vertex blending disabled\n");
2464             }
2465             break;
2466
2467         case WINED3DVBF_TWEENING:
2468             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2469              * vertex weights in the vertices?
2470              * For now we don't report that as supported, so a warn should suffice
2471              */
2472             WARN("Tweening not supported yet\n");
2473             break;
2474     }
2475 }
2476
2477 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2478     unsigned int k;
2479
2480     /* If we are changing the View matrix, reset the light and clipping planes to the new view
2481      * NOTE: We have to reset the positions even if the light/plane is not currently
2482      *       enabled, since the call to enable it will not reset the position.
2483      * NOTE2: Apparently texture transforms do NOT need reapplying
2484      */
2485
2486     PLIGHTINFOEL *light = NULL;
2487
2488     glMatrixMode(GL_MODELVIEW);
2489     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2490     glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2491     checkGLcall("glLoadMatrixf(...)");
2492
2493     /* Reset lights. TODO: Call light apply func */
2494     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2495         light = stateblock->activeLights[k];
2496         if(!light) continue;
2497         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2498         checkGLcall("glLightfv posn");
2499         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2500         checkGLcall("glLightfv dirn");
2501     }
2502
2503     /* Reset Clipping Planes  */
2504     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2505         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2506             clipplane(STATE_CLIPPLANE(k), stateblock, context);
2507         }
2508     }
2509
2510     if(context->last_was_rhw) {
2511         glLoadIdentity();
2512         checkGLcall("glLoadIdentity()");
2513         /* No need to update the world matrix, the identity is fine */
2514         return;
2515     }
2516
2517     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2518      * No need to do it here if the state is scheduled for update.
2519      */
2520     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2521         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2522     }
2523
2524     /* Avoid looping over a number of matrices if the app never used the functionality */
2525     if(stateblock->wineD3DDevice->vertexBlendUsed) {
2526         for(k = 1; k < GL_LIMITS(blends); k++) {
2527             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2528                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2529             }
2530         }
2531     }
2532 }
2533
2534 static const GLfloat invymat[16] = {
2535     1.0f, 0.0f, 0.0f, 0.0f,
2536     0.0f, -1.0f, 0.0f, 0.0f,
2537     0.0f, 0.0f, 1.0f, 0.0f,
2538     0.0f, 0.0f, 0.0f, 1.0f};
2539
2540 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2541     glMatrixMode(GL_PROJECTION);
2542     checkGLcall("glMatrixMode(GL_PROJECTION)");
2543     glLoadIdentity();
2544     checkGLcall("glLoadIdentity");
2545
2546     if(context->last_was_rhw) {
2547         double X, Y, height, width, minZ, maxZ;
2548
2549         X      = stateblock->viewport.X;
2550         Y      = stateblock->viewport.Y;
2551         height = stateblock->viewport.Height;
2552         width  = stateblock->viewport.Width;
2553         minZ   = stateblock->viewport.MinZ;
2554         maxZ   = stateblock->viewport.MaxZ;
2555
2556         if(!stateblock->wineD3DDevice->untransformed) {
2557             /* Transformed vertices are supposed to bypass the whole transform pipeline including
2558              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2559              * suppress depth clipping. This can be done because it is an orthogonal projection and
2560              * the Z coordinate does not affect the size of the primitives
2561              */
2562             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2563             if(stateblock->wineD3DDevice->render_offscreen) {
2564                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2565             } else {
2566                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2567             }
2568         } else {
2569             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2570              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2571              * unmodified to opengl.
2572              *
2573              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2574              * replacement shader.
2575              */
2576             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2577             if(stateblock->wineD3DDevice->render_offscreen) {
2578                 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2579             } else {
2580                 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2581             }
2582         }
2583         checkGLcall("glOrtho");
2584
2585         /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2586         glTranslatef(0.375, 0.375, 0);
2587         checkGLcall("glTranslatef(0.375, 0.375, 0)");
2588         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2589          * render everything upside down when rendering offscreen. */
2590         if (stateblock->wineD3DDevice->render_offscreen) {
2591             glMultMatrixf(invymat);
2592             checkGLcall("glMultMatrixf(invymat)");
2593         }
2594     } else {
2595         /* The rule is that the window coordinate 0 does not correspond to the
2596             beginning of the first pixel, but the center of the first pixel.
2597             As a consequence if you want to correctly draw one line exactly from
2598             the left to the right end of the viewport (with all matrices set to
2599             be identity), the x coords of both ends of the line would be not
2600             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2601             instead.                                                               */
2602         glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2603         checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2604
2605         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2606             * render everything upside down when rendering offscreen. */
2607         if (stateblock->wineD3DDevice->render_offscreen) {
2608             glMultMatrixf(invymat);
2609             checkGLcall("glMultMatrixf(invymat)");
2610         }
2611         glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2612         checkGLcall("glLoadMatrixf");
2613     }
2614 }
2615
2616 /* This should match any arrays loaded in loadVertexData.
2617  * stateblock impl is required for GL_SUPPORT
2618  * TODO: Only load / unload arrays if we have to.
2619  */
2620 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2621     glDisableClientState(GL_VERTEX_ARRAY);
2622     glDisableClientState(GL_NORMAL_ARRAY);
2623     glDisableClientState(GL_COLOR_ARRAY);
2624     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2625         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2626     }
2627     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2628         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2629     } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2630         glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2631     }
2632     unloadTexCoords(stateblock);
2633 }
2634
2635 /* This should match any arrays loaded in loadNumberedArrays
2636  * TODO: Only load / unload arrays if we have to.
2637  */
2638 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2639     /* disable any attribs (this is the same for both GLSL and ARB modes) */
2640     GLint maxAttribs;
2641     int i;
2642
2643     /* Leave all the attribs disabled */
2644     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2645     /* MESA does not support it right not */
2646     if (glGetError() != GL_NO_ERROR)
2647         maxAttribs = 16;
2648     for (i = 0; i < maxAttribs; ++i) {
2649         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2650         checkGLcall("glDisableVertexAttribArrayARB(reg);");
2651     }
2652 }
2653
2654 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2655     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2656     int i;
2657     UINT *offset = stateblock->streamOffset;
2658
2659     /* Default to no instancing */
2660     stateblock->wineD3DDevice->instancedDraw = FALSE;
2661
2662     for (i = 0; i < MAX_ATTRIBS; i++) {
2663
2664         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2665             continue;
2666
2667         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2668         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2669             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2670             stateblock->wineD3DDevice->instancedDraw = TRUE;
2671             continue;
2672         }
2673
2674         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2675
2676         if(strided->u.input[i].dwStride) {
2677             if(curVBO != strided->u.input[i].VBO) {
2678                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2679                 checkGLcall("glBindBufferARB");
2680                 curVBO = strided->u.input[i].VBO;
2681             }
2682             GL_EXTCALL(glVertexAttribPointerARB(i,
2683                             WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2684                             WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2685                             WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2686                             strided->u.input[i].dwStride,
2687                             strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2688             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2689         } else {
2690             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2691              * set up the attribute statically. But we have to figure out the system memory address.
2692              */
2693             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2694             if(strided->u.input[i].VBO) {
2695                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2696                 ptr += (long) vb->resource.allocatedMemory;
2697             }
2698             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2699
2700             switch(strided->u.input[i].dwType) {
2701                 case WINED3DDECLTYPE_FLOAT1:
2702                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2703                     break;
2704                 case WINED3DDECLTYPE_FLOAT2:
2705                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2706                     break;
2707                 case WINED3DDECLTYPE_FLOAT3:
2708                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2709                     break;
2710                 case WINED3DDECLTYPE_FLOAT4:
2711                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2712                     break;
2713
2714                 case WINED3DDECLTYPE_UBYTE4:
2715                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2716                     break;
2717                 case WINED3DDECLTYPE_UBYTE4N:
2718                 case WINED3DDECLTYPE_D3DCOLOR:
2719                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2720                     break;
2721
2722                 case WINED3DDECLTYPE_SHORT2:
2723                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2724                     break;
2725                 case WINED3DDECLTYPE_SHORT4:
2726                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2727                     break;
2728
2729                 case WINED3DDECLTYPE_SHORT2N:
2730                 {
2731                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2732                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2733                     break;
2734                 }
2735                 case WINED3DDECLTYPE_USHORT2N:
2736                 {
2737                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2738                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2739                     break;
2740                 }
2741                 case WINED3DDECLTYPE_SHORT4N:
2742                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2743                     break;
2744                 case WINED3DDECLTYPE_USHORT4N:
2745                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2746                     break;
2747
2748                 case WINED3DDECLTYPE_UDEC3:
2749                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2750                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2751                     break;
2752                 case WINED3DDECLTYPE_DEC3N:
2753                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2754                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2755                     break;
2756
2757                 case WINED3DDECLTYPE_FLOAT16_2:
2758                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2759                      * byte float according to the IEEE standard
2760                      */
2761                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2762                     break;
2763                 case WINED3DDECLTYPE_FLOAT16_4:
2764                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2765                     break;
2766
2767                 case WINED3DDECLTYPE_UNUSED:
2768                 default:
2769                     ERR("Unexpected declaration in stride 0 attributes\n");
2770                     break;
2771
2772             }
2773         }
2774     }
2775 }
2776
2777 /* Used from 2 different functions, and too big to justify making it inlined */
2778 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2779     UINT *offset = stateblock->streamOffset;
2780     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2781
2782     TRACE("Using fast vertex array code\n");
2783
2784     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2785     stateblock->wineD3DDevice->instancedDraw = FALSE;
2786
2787     /* Blend Data ---------------------------------------------- */
2788     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2789         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2790
2791         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2792             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2793                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2794
2795             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2796             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2797
2798             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2799
2800             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2801                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2802                 sd->u.s.blendWeights.dwStride,
2803                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2804
2805             if(curVBO != sd->u.s.blendWeights.VBO) {
2806                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2807                 checkGLcall("glBindBufferARB");
2808                 curVBO = sd->u.s.blendWeights.VBO;
2809             }
2810
2811             GL_EXTCALL(glWeightPointerARB)(
2812                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2813                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2814                 sd->u.s.blendWeights.dwStride,
2815                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2816
2817             checkGLcall("glWeightPointerARB");
2818
2819             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2820                 static BOOL showfixme = TRUE;
2821                 if(showfixme){
2822                     FIXME("blendMatrixIndices support\n");
2823                     showfixme = FALSE;
2824                 }
2825             }
2826         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2827             /* FIXME("TODO\n");*/
2828 #if 0
2829
2830             GL_EXTCALL(glVertexWeightPointerEXT)(
2831                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2832                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2833                 sd->u.s.blendWeights.dwStride,
2834                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2835             checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2836             glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2837             checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2838 #endif
2839
2840         } else {
2841             /* TODO: support blends in drawStridedSlow
2842              * No need to write a FIXME here, this is done after the general vertex decl decoding
2843              */
2844             WARN("unsupported blending in openGl\n");
2845         }
2846     } else {
2847         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2848             static const GLbyte one = 1;
2849             GL_EXTCALL(glWeightbvARB(1, &one));
2850             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2851         }
2852     }
2853
2854 #if 0 /* FOG  ----------------------------------------------*/
2855     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2856         /* TODO: fog*/
2857     if (GL_SUPPORT(EXT_FOG_COORD) {
2858              glEnableClientState(GL_FOG_COORDINATE_EXT);
2859             (GL_EXTCALL)(FogCoordPointerEXT)(
2860                 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2861                 sd->u.s.fog.dwStride,
2862                 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2863         } else {
2864             /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2865             /* FIXME: fixme once */
2866             TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2867         }
2868     } else {
2869         if (GL_SUPPRT(EXT_FOR_COORD) {
2870              /* make sure fog is disabled */
2871              glDisableClientState(GL_FOG_COORDINATE_EXT);
2872         }
2873     }
2874 #endif
2875
2876 #if 0 /* tangents  ----------------------------------------------*/
2877     if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2878         sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2879         /* TODO: tangents*/
2880         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2881             if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2882                 glEnable(GL_TANGENT_ARRAY_EXT);
2883                 (GL_EXTCALL)(TangentPointerEXT)(
2884                     WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2885                     sd->u.s.tangent.dwStride,
2886                     sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2887             } else {
2888                     glDisable(GL_TANGENT_ARRAY_EXT);
2889             }
2890             if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2891                     glEnable(GL_BINORMAL_ARRAY_EXT);
2892                     (GL_EXTCALL)(BinormalPointerEXT)(
2893                         WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2894                         sd->u.s.binormal.dwStride,
2895                         sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2896             } else{
2897                     glDisable(GL_BINORMAL_ARRAY_EXT);
2898             }
2899
2900         } else {
2901             /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2902             /* FIXME: fixme once */
2903             TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2904         }
2905     } else {
2906         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2907              /* make sure fog is disabled */
2908              glDisable(GL_TANGENT_ARRAY_EXT);
2909              glDisable(GL_BINORMAL_ARRAY_EXT);
2910         }
2911     }
2912 #endif
2913
2914     /* Point Size ----------------------------------------------*/
2915     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2916
2917         /* no such functionality in the fixed function GL pipeline */
2918         TRACE("Cannot change ptSize here in openGl\n");
2919         /* TODO: Implement this function in using shaders if they are available */
2920
2921     }
2922
2923     /* Vertex Pointers -----------------------------------------*/
2924     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2925         /* Note dwType == float3 or float4 == 2 or 3 */
2926         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2927                 sd->u.s.position.dwStride,
2928                 sd->u.s.position.dwType + 1,
2929                 sd->u.s.position.lpData));
2930
2931         if(curVBO != sd->u.s.position.VBO) {
2932             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2933             checkGLcall("glBindBufferARB");
2934             curVBO = sd->u.s.position.VBO;
2935         }
2936
2937         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2938            handling for rhw mode should not impact screen position whereas in GL it does.
2939            This may  result in very slightly distored textures in rhw mode, but
2940            a very minimal different. There's always the other option of
2941            fixing the view matrix to prevent w from having any effect
2942
2943            This only applies to user pointer sources, in VBOs the vertices are fixed up
2944          */
2945         if(sd->u.s.position.VBO == 0) {
2946             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2947                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2948                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2949         } else {
2950             glVertexPointer(
2951                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2952                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2953                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2954         }
2955         checkGLcall("glVertexPointer(...)");
2956         glEnableClientState(GL_VERTEX_ARRAY);
2957         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2958     }
2959
2960     /* Normals -------------------------------------------------*/
2961     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2962         /* Note dwType == float3 or float4 == 2 or 3 */
2963         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2964                 sd->u.s.normal.dwStride,
2965                 sd->u.s.normal.lpData));
2966         if(curVBO != sd->u.s.normal.VBO) {
2967             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2968             checkGLcall("glBindBufferARB");
2969             curVBO = sd->u.s.normal.VBO;
2970         }
2971         glNormalPointer(
2972             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2973             sd->u.s.normal.dwStride,
2974             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2975         checkGLcall("glNormalPointer(...)");
2976         glEnableClientState(GL_NORMAL_ARRAY);
2977         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2978
2979     } else {
2980         glNormal3f(0, 0, 1);
2981         checkGLcall("glNormal3f(0, 0, 1)");
2982     }
2983
2984     /* Diffuse Colour --------------------------------------------*/
2985     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
2986     /*     go directly into fast mode from app pgm, because       */
2987     /*     directx requires data in BGRA format.                  */
2988     /* currently fixupVertices swizels the format, but this isn't */
2989     /* very practical when using VBOS                             */
2990     /* NOTE: Unless we write a vertex shader to swizel the colour */
2991     /* , or the user doesn't care and wants the speed advantage   */
2992
2993     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2994         /* Note dwType == float3 or float4 == 2 or 3 */
2995         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2996                 sd->u.s.diffuse.dwStride,
2997                 sd->u.s.diffuse.lpData));
2998
2999         if(curVBO != sd->u.s.diffuse.VBO) {
3000             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3001             checkGLcall("glBindBufferARB");
3002             curVBO = sd->u.s.diffuse.VBO;
3003         }
3004         glColorPointer(4, GL_UNSIGNED_BYTE,
3005                        sd->u.s.diffuse.dwStride,
3006                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3007         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3008         glEnableClientState(GL_COLOR_ARRAY);
3009         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3010
3011     } else {
3012         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3013         checkGLcall("glColor4f(1, 1, 1, 1)");
3014     }
3015
3016     /* Specular Colour ------------------------------------------*/
3017     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3018         TRACE("setting specular colour\n");
3019         /* Note dwType == float3 or float4 == 2 or 3 */
3020         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3021                 sd->u.s.specular.dwStride,
3022                 sd->u.s.specular.lpData));
3023         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3024             if(curVBO != sd->u.s.specular.VBO) {
3025                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3026                 checkGLcall("glBindBufferARB");
3027                 curVBO = sd->u.s.specular.VBO;
3028             }
3029             GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3030                                                    sd->u.s.specular.dwStride,
3031                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3032             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3033             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3034             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3035         } else {
3036
3037         /* Missing specular color is not critical, no warnings */
3038         VTRACE(("Specular colour is not supported in this GL implementation\n"));
3039         }
3040
3041     } else {
3042         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3043             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3044             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3045         } else {
3046
3047             /* Missing specular color is not critical, no warnings */
3048             VTRACE(("Specular colour is not supported in this GL implementation\n"));
3049         }
3050     }
3051
3052     /* Texture coords -------------------------------------------*/
3053     loadTexCoords(stateblock, sd, &curVBO);
3054 }
3055
3056 static inline void drawPrimitiveTraceDataLocations(
3057     WineDirect3DVertexStridedData *dataLocations) {
3058
3059     /* Dump out what parts we have supplied */
3060     TRACE("Strided Data:\n");
3061     TRACE_STRIDED((dataLocations), position);
3062     TRACE_STRIDED((dataLocations), blendWeights);
3063     TRACE_STRIDED((dataLocations), blendMatrixIndices);
3064     TRACE_STRIDED((dataLocations), normal);
3065     TRACE_STRIDED((dataLocations), pSize);
3066     TRACE_STRIDED((dataLocations), diffuse);
3067     TRACE_STRIDED((dataLocations), specular);
3068     TRACE_STRIDED((dataLocations), texCoords[0]);
3069     TRACE_STRIDED((dataLocations), texCoords[1]);
3070     TRACE_STRIDED((dataLocations), texCoords[2]);
3071     TRACE_STRIDED((dataLocations), texCoords[3]);
3072     TRACE_STRIDED((dataLocations), texCoords[4]);
3073     TRACE_STRIDED((dataLocations), texCoords[5]);
3074     TRACE_STRIDED((dataLocations), texCoords[6]);
3075     TRACE_STRIDED((dataLocations), texCoords[7]);
3076     TRACE_STRIDED((dataLocations), position2);
3077     TRACE_STRIDED((dataLocations), normal2);
3078     TRACE_STRIDED((dataLocations), tangent);
3079     TRACE_STRIDED((dataLocations), binormal);
3080     TRACE_STRIDED((dataLocations), tessFactor);
3081     TRACE_STRIDED((dataLocations), fog);
3082     TRACE_STRIDED((dataLocations), depth);
3083     TRACE_STRIDED((dataLocations), sample);
3084
3085     return;
3086 }
3087
3088 /* Helper for vertexdeclaration() */
3089 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3090     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3091     BOOL fixup = FALSE;
3092     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3093
3094     if(device->up_strided) {
3095         /* Note: this is a ddraw fixed-function code path */
3096         TRACE("================ Strided Input ===================\n");
3097         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3098
3099         if(TRACE_ON(d3d)) {
3100             drawPrimitiveTraceDataLocations(dataLocations);
3101         }
3102     } else {
3103         /* Note: This is a fixed function or shader codepath.
3104          * This means it must handle both types of strided data.
3105          * Shaders must go through here to zero the strided data, even if they
3106          * don't set any declaration at all
3107          */
3108         TRACE("================ Vertex Declaration  ===================\n");
3109         memset(dataLocations, 0, sizeof(*dataLocations));
3110         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3111                 useVertexShaderFunction, dataLocations, &fixup);
3112     }
3113
3114     if (dataLocations->u.s.position_transformed) {
3115         useVertexShaderFunction = FALSE;
3116     }
3117
3118     /* Unload the old arrays before loading the new ones to get old junk out */
3119     if(context->numberedArraysLoaded) {
3120         unloadNumberedArrays(stateblock);
3121         context->numberedArraysLoaded = FALSE;
3122     }
3123     if(context->namedArraysLoaded) {
3124         unloadVertexData(stateblock);
3125         context->namedArraysLoaded = FALSE;
3126     }
3127
3128     if(useVertexShaderFunction) {
3129         TRACE("Loading numbered arrays\n");
3130         loadNumberedArrays(stateblock, dataLocations);
3131         device->useDrawStridedSlow = FALSE;
3132         context->numberedArraysLoaded = TRUE;
3133     } else if (fixup ||
3134                (dataLocations->u.s.pSize.lpData == NULL &&
3135                 dataLocations->u.s.diffuse.lpData == NULL &&
3136                 dataLocations->u.s.specular.lpData == NULL)) {
3137         /* Load the vertex data using named arrays */
3138         TRACE("Loading vertex data\n");
3139         loadVertexData(stateblock, dataLocations);
3140         device->useDrawStridedSlow = FALSE;
3141         context->namedArraysLoaded = TRUE;
3142     } else {
3143         TRACE("Not loading vertex data\n");
3144         device->useDrawStridedSlow = TRUE;
3145     }
3146
3147 /* Generate some fixme's if unsupported functionality is being used */
3148 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3149     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3150     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3151         FIXME("Tweening is only valid with vertex shaders\n");
3152     }
3153     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3154         FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3155     }
3156     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3157         FIXME("Extended attributes are only valid with vertex shaders\n");
3158     }
3159 #undef BUFFER_OR_DATA
3160 }
3161
3162 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3163     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3164     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3165             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3166     BOOL transformed;
3167     /* Some stuff is in the device until we have per context tracking */
3168     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3169     BOOL wasrhw = context->last_was_rhw;
3170
3171     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3172      * here simply check whether a shader was set, or the user disabled shaders
3173      */
3174     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3175        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3176         useVertexShaderFunction = TRUE;
3177
3178         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3179             updateFog = TRUE;
3180         }
3181     } else if(context->last_was_foggy_shader) {
3182         updateFog = TRUE;
3183     }
3184
3185     handleStreams(stateblock, useVertexShaderFunction, context);
3186
3187     transformed = device->strided_streams.u.s.position_transformed;
3188     if (transformed) useVertexShaderFunction = FALSE;
3189
3190     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3191         updateFog = TRUE;
3192     }
3193
3194     /* Reapply lighting if it is not scheduled for reapplication already */
3195     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3196         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3197     }
3198
3199     if (transformed) {
3200         context->last_was_rhw = TRUE;
3201     } else {
3202
3203         /* Untransformed, so relies on the view and projection matrices */
3204         context->last_was_rhw = FALSE;
3205         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3206         device->untransformed = TRUE;
3207
3208         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3209          * Not needed as long as only hw shaders are supported
3210          */
3211
3212         /* This sets the shader output position correction constants.
3213          * TODO: Move to the viewport state
3214          */
3215         if (useVertexShaderFunction) {
3216             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3217         }
3218     }
3219
3220     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3221      * off this function will be called again anyway to make sure they're properly set
3222      */
3223     if(!useVertexShaderFunction) {
3224         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3225          * or transformed / untransformed was switched
3226          */
3227        if(wasrhw != context->last_was_rhw &&
3228           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3229           !isStateDirty(context, STATE_VIEWPORT)) {
3230             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3231         }
3232         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3233          * mode.
3234          *
3235          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3236          * this check will fail and the matrix not applied again. This is OK because a simple
3237          * world matrix change reapplies the matrix - These checks here are only to satisfy the
3238          * needs of the vertex declaration.
3239          *
3240          * World and view matrix go into the same gl matrix, so only apply them when neither is
3241          * dirty
3242          */
3243         if(transformed != wasrhw &&
3244            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3245            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3246             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3247         }
3248
3249         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3250             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3251         }
3252
3253         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3254             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3255         }
3256     } else {
3257         /* We compile the shader here because we need the vertex declaration
3258          * in order to determine if we need to do any swizzling for D3DCOLOR
3259          * registers. If the shader is already compiled this call will do nothing. */
3260         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3261
3262         if(!context->last_was_vshader) {
3263             int i;
3264             static BOOL warned = FALSE;
3265             /* Disable all clip planes to get defined results on all drivers. See comment in the
3266              * state_clipping state handler
3267              */
3268             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3269                 glDisable(GL_CLIP_PLANE0 + i);
3270                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3271             }
3272
3273             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3274                 FIXME("Clipping not supported with vertex shaders\n");
3275                 warned = TRUE;
3276             }
3277         }
3278     }
3279
3280     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3281      * application
3282      */
3283     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3284         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3285
3286         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3287             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3288         }
3289     }
3290
3291     context->last_was_vshader = useVertexShaderFunction;
3292
3293     if(updateFog) {
3294         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3295     }
3296 }
3297
3298 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3299     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3300     checkGLcall("glDepthRange");
3301     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3302      */
3303     if(stateblock->wineD3DDevice->render_offscreen) {
3304         glViewport(stateblock->viewport.X,
3305                    stateblock->viewport.Y,
3306                    stateblock->viewport.Width, stateblock->viewport.Height);
3307     } else {
3308         glViewport(stateblock->viewport.X,
3309                    (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3310                    stateblock->viewport.Width, stateblock->viewport.Height);
3311     }
3312
3313     checkGLcall("glViewport");
3314
3315     stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3316     stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3317     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3318         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3319     }
3320
3321 }
3322
3323 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3324     UINT Index = state - STATE_ACTIVELIGHT(0);
3325     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3326
3327     if(!lightInfo) {
3328         glDisable(GL_LIGHT0 + Index);
3329         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3330     } else {
3331         float quad_att;
3332         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3333
3334         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3335         glMatrixMode(GL_MODELVIEW);
3336         glPushMatrix();
3337         glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3338
3339         /* Diffuse: */
3340         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3341         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3342         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3343         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3344         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3345         checkGLcall("glLightfv");
3346
3347         /* Specular */
3348         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3349         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3350         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3351         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3352         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3353         checkGLcall("glLightfv");
3354
3355         /* Ambient */
3356         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3357         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3358         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3359         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3360         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3361         checkGLcall("glLightfv");
3362
3363         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3364             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3365         } else {
3366             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3367         }
3368
3369         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3370          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3371          * Attenuation0 to NaN and crashes in the gl lib
3372          */
3373
3374         switch (lightInfo->OriginalParms.Type) {
3375             case WINED3DLIGHT_POINT:
3376                 /* Position */
3377                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3378                 checkGLcall("glLightfv");
3379                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3380                 checkGLcall("glLightf");
3381                 /* Attenuation - Are these right? guessing... */
3382                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3383                 checkGLcall("glLightf");
3384                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3385                 checkGLcall("glLightf");
3386                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3387                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3388                 checkGLcall("glLightf");
3389                 /* FIXME: Range */
3390                 break;
3391
3392             case WINED3DLIGHT_SPOT:
3393                 /* Position */
3394                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3395                 checkGLcall("glLightfv");
3396                 /* Direction */
3397                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3398                 checkGLcall("glLightfv");
3399                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3400                 checkGLcall("glLightf");
3401                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3402                 checkGLcall("glLightf");
3403                 /* Attenuation - Are these right? guessing... */
3404                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3405                 checkGLcall("glLightf");
3406                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3407                 checkGLcall("glLightf");
3408                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3409                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3410                 checkGLcall("glLightf");
3411                 /* FIXME: Range */
3412                 break;
3413
3414             case WINED3DLIGHT_DIRECTIONAL:
3415                 /* Direction */
3416                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3417                 checkGLcall("glLightfv");
3418                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3419                 checkGLcall("glLightf");
3420                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3421                 checkGLcall("glLightf");
3422                 break;
3423
3424             default:
3425                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3426         }
3427
3428         /* Restore the modelview matrix */
3429         glPopMatrix();
3430
3431         glEnable(GL_LIGHT0 + Index);
3432         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3433     }
3434
3435     return;
3436 }
3437
3438 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3439     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3440     RECT *pRect = &stateblock->scissorRect;
3441     RECT windowRect;
3442     UINT winHeight;
3443
3444     GetClientRect(swapchain->win_handle, &windowRect);
3445     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3446      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3447      */
3448     winHeight = windowRect.bottom - windowRect.top;
3449     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3450           pRect->right - pRect->left, pRect->bottom - pRect->top);
3451     glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3452     checkGLcall("glScissor");
3453 }
3454
3455 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3456     if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3457         if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3458             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3459         } else {
3460             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3461             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3462         }
3463     }
3464 }
3465
3466 const struct StateEntry StateTable[] =
3467 {
3468       /* State name                                         representative,                                     apply function */
3469     { /* 0,  Undefined                              */      0,                                                  state_undefined     },
3470     { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3471     { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3472     { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3473     { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3474     { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
3475     { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3476     { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3477     { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3478     { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3479     { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3480     { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
3481     { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
3482     { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3483     { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3484     { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3485     { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3486     { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
3487     { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3488     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3489     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3490     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3491     { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3492     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3493     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3494     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3495     { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3496     { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3497     { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3498     { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3499     { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3500     { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
3501     { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3502     { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3503     { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3504     { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3505     { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3506     { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3507     { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3508     { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3509     { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3510     { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3511     { /* 42, undefined                              */      0,                                                  state_undefined     },
3512     { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3513     { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
3514     { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3515     { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3516     { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3517     { /* 48, WINED3DRS_RANGEFOGENABLE               */      0,                                                  state_nogl          },
3518     { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
3519     { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
3520     { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3521     { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3522     { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3523     { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3524     { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3525     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3526     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3527     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3528     { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3529     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3530     { /* 61, Undefined                              */      0,                                                  state_undefined     },
3531     { /* 62, Undefined                              */      0,                                                  state_undefined     },
3532     { /* 63, Undefined                              */      0,                                                  state_undefined     },
3533     { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3534     { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
3535     { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3536     { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3537     { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3538     { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3539     { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3540     { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3541     { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3542     { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3543     { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3544     { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3545     { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3546     { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3547     { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3548     { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3549     { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3550     { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3551     { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3552     { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3553     { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3554     { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3555     { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3556     { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3557     { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3558     { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3559     { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3560     { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3561     { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3562     { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3563     { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3564     { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3565     { /* 96, Undefined                              */      0,                                                  state_undefined     },
3566     { /* 97, Undefined                              */      0,                                                  state_undefined     },
3567     { /* 98, Undefined                              */      0,                                                  state_undefined     },
3568     { /* 99, Undefined                              */      0,                                                  state_undefined     },
3569     { /*100, Undefined                              */      0,                                                  state_undefined     },
3570     { /*101, Undefined                              */      0,                                                  state_undefined     },
3571     { /*102, Undefined                              */      0,                                                  state_undefined     },
3572     { /*103, Undefined                              */      0,                                                  state_undefined     },
3573     { /*104, Undefined                              */      0,                                                  state_undefined     },
3574     { /*105, Undefined                              */      0,                                                  state_undefined     },
3575     { /*106, Undefined                              */      0,                                                  state_undefined     },
3576     { /*107, Undefined                              */      0,                                                  state_undefined     },
3577     { /*108, Undefined                              */      0,                                                  state_undefined     },
3578     { /*109, Undefined                              */      0,                                                  state_undefined     },
3579     { /*110, Undefined                              */      0,                                                  state_undefined     },
3580     { /*111, Undefined                              */      0,                                                  state_undefined     },
3581     { /*112, Undefined                              */      0,                                                  state_undefined     },
3582     { /*113, Undefined                              */      0,                                                  state_undefined     },
3583     { /*114, Undefined                              */      0,                                                  state_undefined     },
3584     { /*115, Undefined                              */      0,                                                  state_undefined     },
3585     { /*116, Undefined                              */      0,                                                  state_undefined     },
3586     { /*117, Undefined                              */      0,                                                  state_undefined     },
3587     { /*118, Undefined                              */      0,                                                  state_undefined     },
3588     { /*119, Undefined                              */      0,                                                  state_undefined     },
3589     { /*120, Undefined                              */      0,                                                  state_undefined     },
3590     { /*121, Undefined                              */      0,                                                  state_undefined     },
3591     { /*122, Undefined                              */      0,                                                  state_undefined     },
3592     { /*123, Undefined                              */      0,                                                  state_undefined     },
3593     { /*124, Undefined                              */      0,                                                  state_undefined     },
3594     { /*125, Undefined                              */      0,                                                  state_undefined     },
3595     { /*126, Undefined                              */      0,                                                  state_undefined     },
3596     { /*127, Undefined                              */      0,                                                  state_undefined     },
3597     /* Big hole ends */
3598     { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3599     { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3600     { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3601     { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3602     { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3603     { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3604     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3605     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3606     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3607     { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
3608     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
3609     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
3610     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3611     { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3612     { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
3613     { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
3614     { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
3615     { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3616     { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3617     { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3618     { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3619     { /*149, Undefined                              */      0,                                                  state_undefined     },
3620     { /*150, Undefined                              */      0,                                                  state_undefined     },
3621     { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
3622     { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3623     { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
3624     { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSIZE),                  state_psize         },
3625     { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
3626     { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
3627     { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3628     { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3629     { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3630     { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3631     { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
3632     { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
3633     { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
3634     { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
3635     { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
3636     { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
3637     { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
3638     { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3639     { /*169, Undefined                              */      0,                                                  state_undefined     },
3640     { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
3641     { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
3642     { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
3643     { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
3644       /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
3645       /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
3646     { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
3647     { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3648     { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3649     { /*177, undefined                              */      0,                                                  state_undefined     },
3650     { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3651     { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3652     { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3653     { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3654     { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3655     { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3656     { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3657     { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3658     { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3659     { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3660     { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3661     { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3662     { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3663     { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3664     { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3665     { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
3666     { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            state_srgbwrite     },
3667     { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3668     { /*196, undefined                              */      0,                                                  state_undefined     },
3669     { /*197, undefined                              */      0,                                                  state_undefined     },
3670     { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3671     { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3672     { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3673     { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3674     { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3675     { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3676     { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3677     { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3678     { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_separateblend },
3679     { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_separateblend },
3680     { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_separateblend },
3681     { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_separateblend },
3682     /* Texture stage states */
3683     { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3684     { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3685     { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3686     { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3687     { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3688     { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3689     { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3690     { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3691     { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3692     { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3693     { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3694     { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3695     { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3696     { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3697     { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3698     { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3699     { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3700     { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3701     { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3702     { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3703     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3704     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3705     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3706     { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3707     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3708     { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3709     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3710     { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        tex_resultarg       },
3711     { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3712     { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3713     { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3714     { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3715
3716     { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3717     { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3718     { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3719     { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3720     { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3721     { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3722     { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3723     { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3724     { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3725     { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3726     { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3727     { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3728     { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3729     { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3730     { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3731     { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3732     { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3733     { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3734     { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3735     { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3736     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3737     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3738     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3739     { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3740     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3741     { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3742     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3743     { /*1, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        tex_resultarg       },
3744     { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3745     { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3746     { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3747     { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3748
3749     { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3750     { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3751     { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3752     { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3753     { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3754     { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3755     { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3756     { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3757     { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3758     { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3759     { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3760     { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3761     { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3762     { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3763     { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3764     { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3765     { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3766     { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3767     { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3768     { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3769     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3770     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3771     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3772     { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3773     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3774     { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3775     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3776     { /*2, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        tex_resultarg       },
3777     { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3778     { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3779     { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3780     { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3781
3782     { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3783     { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3784     { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3785     { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3786     { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3787     { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3788     { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3789     { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3790     { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3791     { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3792     { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3793     { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3794     { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3795     { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3796     { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3797     { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3798     { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3799     { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3800     { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3801     { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3802     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3803     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3804     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3805     { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3806     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3807     { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3808     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3809     { /*3, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        tex_resultarg       },
3810     { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3811     { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3812     { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3813     { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3814
3815     { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3816     { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3817     { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3818     { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3819     { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3820     { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3821     { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3822     { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3823     { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3824     { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3825     { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3826     { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3827     { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3828     { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3829     { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3830     { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3831     { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3832     { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3833     { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3834     { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3835     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3836     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3837     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3838     { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3839     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3840     { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3841     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3842     { /*4, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        tex_resultarg       },
3843     { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3844     { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3845     { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3846     { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3847
3848     { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3849     { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3850     { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3851     { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3852     { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3853     { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3854     { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3855     { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3856     { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3857     { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3858     { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3859     { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3860     { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3861     { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3862     { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3863     { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3864     { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3865     { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3866     { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3867     { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3868     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3869     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3870     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3871     { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3872     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3873     { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3874     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3875     { /*5, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        tex_resultarg       },
3876     { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3877     { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3878     { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3879     { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3880
3881     { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3882     { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3883     { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3884     { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3885     { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3886     { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3887     { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3888     { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3889     { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3890     { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3891     { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3892     { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3893     { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3894     { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3895     { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3896     { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3897     { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3898     { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3899     { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3900     { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3901     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3902     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3903     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3904     { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3905     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3906     { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3907     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3908     { /*6, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        tex_resultarg       },
3909     { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3910     { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3911     { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3912     { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3913
3914     { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3915     { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3916     { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3917     { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3918     { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3919     { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3920     { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3921     { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3922     { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3923     { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3924     { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3925     { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3926     { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3927     { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3928     { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3929     { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3930     { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3931     { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3932     { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3933     { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3934     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3935     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3936     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3937     { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3938     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3939     { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3940     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3941     { /*7, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        tex_resultarg       },
3942     { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3943     { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3944     { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3945     { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3946     /* Sampler states */
3947     { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
3948     { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
3949     { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
3950     { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
3951     { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
3952     { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
3953     { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
3954     { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
3955     { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
3956     { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
3957     { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
3958     { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
3959     { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
3960     { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
3961     { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
3962     { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
3963     /* Pixel shader */
3964     { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
3965       /* Transform states follow                    */
3966     { /*  1, undefined                              */      0,                                                  state_undefined     },
3967     { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
3968     { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
3969     { /*  4, undefined                              */      0,                                                  state_undefined     },
3970     { /*  5, undefined                              */      0,                                                  state_undefined     },
3971     { /*  6, undefined                              */      0,                                                  state_undefined     },
3972     { /*  7, undefined                              */      0,                                                  state_undefined     },
3973     { /*  8, undefined                              */      0,                                                  state_undefined     },
3974     { /*  9, undefined                              */      0,                                                  state_undefined     },
3975     { /* 10, undefined                              */      0,                                                  state_undefined     },
3976     { /* 11, undefined                              */      0,                                                  state_undefined     },
3977     { /* 12, undefined                              */      0,                                                  state_undefined     },
3978     { /* 13, undefined                              */      0,                                                  state_undefined     },
3979     { /* 14, undefined                              */      0,                                                  state_undefined     },
3980     { /* 15, undefined                              */      0,                                                  state_undefined     },
3981     { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3982     { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3983     { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3984     { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3985     { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3986     { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3987     { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3988     { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3989       /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3990     { /* 24, undefined                              */      0,                                                  state_undefined     },
3991     { /* 25, undefined                              */      0,                                                  state_undefined     },
3992     { /* 26, undefined                              */      0,                                                  state_undefined     },
3993     { /* 27, undefined                              */      0,                                                  state_undefined     },
3994     { /* 28, undefined                              */      0,                                                  state_undefined     },
3995     { /* 29, undefined                              */      0,                                                  state_undefined     },
3996     { /* 30, undefined                              */      0,                                                  state_undefined     },
3997     { /* 31, undefined                              */      0,                                                  state_undefined     },
3998     { /* 32, undefined                              */      0,                                                  state_undefined     },
3999     { /* 33, undefined                              */      0,                                                  state_undefined     },
4000     { /* 34, undefined                              */      0,                                                  state_undefined     },
4001     { /* 35, undefined                              */      0,                                                  state_undefined     },
4002     { /* 36, undefined                              */      0,                                                  state_undefined     },
4003     { /* 37, undefined                              */      0,                                                  state_undefined     },
4004     { /* 38, undefined                              */      0,                                                  state_undefined     },
4005     { /* 39, undefined                              */      0,                                                  state_undefined     },
4006     { /* 40, undefined                              */      0,                                                  state_undefined     },
4007     { /* 41, undefined                              */      0,                                                  state_undefined     },
4008     { /* 42, undefined                              */      0,                                                  state_undefined     },
4009     { /* 43, undefined                              */      0,                                                  state_undefined     },
4010     { /* 44, undefined                              */      0,                                                  state_undefined     },
4011     { /* 45, undefined                              */      0,                                                  state_undefined     },
4012     { /* 46, undefined                              */      0,                                                  state_undefined     },
4013     { /* 47, undefined                              */      0,                                                  state_undefined     },
4014     { /* 48, undefined                              */      0,                                                  state_undefined     },
4015     { /* 49, undefined                              */      0,                                                  state_undefined     },
4016     { /* 50, undefined                              */      0,                                                  state_undefined     },
4017     { /* 51, undefined                              */      0,                                                  state_undefined     },
4018     { /* 52, undefined                              */      0,                                                  state_undefined     },
4019     { /* 53, undefined                              */      0,                                                  state_undefined     },
4020     { /* 54, undefined                              */      0,                                                  state_undefined     },
4021     { /* 55, undefined                              */      0,                                                  state_undefined     },
4022     { /* 56, undefined                              */      0,                                                  state_undefined     },
4023     { /* 57, undefined                              */      0,                                                  state_undefined     },
4024     { /* 58, undefined                              */      0,                                                  state_undefined     },
4025     { /* 59, undefined                              */      0,                                                  state_undefined     },
4026     { /* 60, undefined                              */      0,                                                  state_undefined     },
4027     { /* 61, undefined                              */      0,                                                  state_undefined     },
4028     { /* 62, undefined                              */      0,                                                  state_undefined     },
4029     { /* 63, undefined                              */      0,                                                  state_undefined     },
4030     { /* 64, undefined                              */      0,                                                  state_undefined     },
4031     { /* 65, undefined                              */      0,                                                  state_undefined     },
4032     { /* 66, undefined                              */      0,                                                  state_undefined     },
4033     { /* 67, undefined                              */      0,                                                  state_undefined     },
4034     { /* 68, undefined                              */      0,                                                  state_undefined     },
4035     { /* 69, undefined                              */      0,                                                  state_undefined     },
4036     { /* 70, undefined                              */      0,                                                  state_undefined     },
4037     { /* 71, undefined                              */      0,                                                  state_undefined     },
4038     { /* 72, undefined                              */      0,                                                  state_undefined     },
4039     { /* 73, undefined                              */      0,                                                  state_undefined     },
4040     { /* 74, undefined                              */      0,                                                  state_undefined     },
4041     { /* 75, undefined                              */      0,                                                  state_undefined     },
4042     { /* 76, undefined                              */      0,                                                  state_undefined     },
4043     { /* 77, undefined                              */      0,                                                  state_undefined     },
4044     { /* 78, undefined                              */      0,                                                  state_undefined     },
4045     { /* 79, undefined                              */      0,                                                  state_undefined     },
4046     { /* 80, undefined                              */      0,                                                  state_undefined     },
4047     { /* 81, undefined                              */      0,                                                  state_undefined     },
4048     { /* 82, undefined                              */      0,                                                  state_undefined     },
4049     { /* 83, undefined                              */      0,                                                  state_undefined     },
4050     { /* 84, undefined                              */      0,                                                  state_undefined     },
4051     { /* 85, undefined                              */      0,                                                  state_undefined     },
4052     { /* 86, undefined                              */      0,                                                  state_undefined     },
4053     { /* 87, undefined                              */      0,                                                  state_undefined     },
4054     { /* 88, undefined                              */      0,                                                  state_undefined     },
4055     { /* 89, undefined                              */      0,                                                  state_undefined     },
4056     { /* 90, undefined                              */      0,                                                  state_undefined     },
4057     { /* 91, undefined                              */      0,                                                  state_undefined     },
4058     { /* 92, undefined                              */      0,                                                  state_undefined     },
4059     { /* 93, undefined                              */      0,                                                  state_undefined     },
4060     { /* 94, undefined                              */      0,                                                  state_undefined     },
4061     { /* 95, undefined                              */      0,                                                  state_undefined     },
4062     { /* 96, undefined                              */      0,                                                  state_undefined     },
4063     { /* 97, undefined                              */      0,                                                  state_undefined     },
4064     { /* 98, undefined                              */      0,                                                  state_undefined     },
4065     { /* 99, undefined                              */      0,                                                  state_undefined     },
4066     { /*100, undefined                              */      0,                                                  state_undefined     },
4067     { /*101, undefined                              */      0,                                                  state_undefined     },
4068     { /*102, undefined                              */      0,                                                  state_undefined     },
4069     { /*103, undefined                              */      0,                                                  state_undefined     },
4070     { /*104, undefined                              */      0,                                                  state_undefined     },
4071     { /*105, undefined                              */      0,                                                  state_undefined     },
4072     { /*106, undefined                              */      0,                                                  state_undefined     },
4073     { /*107, undefined                              */      0,                                                  state_undefined     },
4074     { /*108, undefined                              */      0,                                                  state_undefined     },
4075     { /*109, undefined                              */      0,                                                  state_undefined     },
4076     { /*110, undefined                              */      0,                                                  state_undefined     },
4077     { /*111, undefined                              */      0,                                                  state_undefined     },
4078     { /*112, undefined                              */      0,                                                  state_undefined     },
4079     { /*113, undefined                              */      0,                                                  state_undefined     },
4080     { /*114, undefined                              */      0,                                                  state_undefined     },
4081     { /*115, undefined                              */      0,                                                  state_undefined     },
4082     { /*116, undefined                              */      0,                                                  state_undefined     },
4083     { /*117, undefined                              */      0,                                                  state_undefined     },
4084     { /*118, undefined                              */      0,                                                  state_undefined     },
4085     { /*119, undefined                              */      0,                                                  state_undefined     },
4086     { /*120, undefined                              */      0,                                                  state_undefined     },
4087     { /*121, undefined                              */      0,                                                  state_undefined     },
4088     { /*122, undefined                              */      0,                                                  state_undefined     },
4089     { /*123, undefined                              */      0,                                                  state_undefined     },
4090     { /*124, undefined                              */      0,                                                  state_undefined     },
4091     { /*125, undefined                              */      0,                                                  state_undefined     },
4092     { /*126, undefined                              */      0,                                                  state_undefined     },
4093     { /*127, undefined                              */      0,                                                  state_undefined     },
4094     { /*128, undefined                              */      0,                                                  state_undefined     },
4095     { /*129, undefined                              */      0,                                                  state_undefined     },
4096     { /*130, undefined                              */      0,                                                  state_undefined     },
4097     { /*131, undefined                              */      0,                                                  state_undefined     },
4098     { /*132, undefined                              */      0,                                                  state_undefined     },
4099     { /*133, undefined                              */      0,                                                  state_undefined     },
4100     { /*134, undefined                              */      0,                                                  state_undefined     },
4101     { /*135, undefined                              */      0,                                                  state_undefined     },
4102     { /*136, undefined                              */      0,                                                  state_undefined     },
4103     { /*137, undefined                              */      0,                                                  state_undefined     },
4104     { /*138, undefined                              */      0,                                                  state_undefined     },
4105     { /*139, undefined                              */      0,                                                  state_undefined     },
4106     { /*140, undefined                              */      0,                                                  state_undefined     },
4107     { /*141, undefined                              */      0,                                                  state_undefined     },
4108     { /*142, undefined                              */      0,                                                  state_undefined     },
4109     { /*143, undefined                              */      0,                                                  state_undefined     },
4110     { /*144, undefined                              */      0,                                                  state_undefined     },
4111     { /*145, undefined                              */      0,                                                  state_undefined     },
4112     { /*146, undefined                              */      0,                                                  state_undefined     },
4113     { /*147, undefined                              */      0,                                                  state_undefined     },
4114     { /*148, undefined                              */      0,                                                  state_undefined     },
4115     { /*149, undefined                              */      0,                                                  state_undefined     },
4116     { /*150, undefined                              */      0,                                                  state_undefined     },
4117     { /*151, undefined                              */      0,                                                  state_undefined     },
4118     { /*152, undefined                              */      0,                                                  state_undefined     },
4119     { /*153, undefined                              */      0,                                                  state_undefined     },
4120     { /*154, undefined                              */      0,                                                  state_undefined     },
4121     { /*155, undefined                              */      0,                                                  state_undefined     },
4122     { /*156, undefined                              */      0,                                                  state_undefined     },
4123     { /*157, undefined                              */      0,                                                  state_undefined     },
4124     { /*158, undefined                              */      0,                                                  state_undefined     },
4125     { /*159, undefined                              */      0,                                                  state_undefined     },
4126     { /*160, undefined                              */      0,                                                  state_undefined     },
4127     { /*161, undefined                              */      0,                                                  state_undefined     },
4128     { /*162, undefined                              */      0,                                                  state_undefined     },
4129     { /*163, undefined                              */      0,                                                  state_undefined     },
4130     { /*164, undefined                              */      0,                                                  state_undefined     },
4131     { /*165, undefined                              */      0,                                                  state_undefined     },
4132     { /*166, undefined                              */      0,                                                  state_undefined     },
4133     { /*167, undefined                              */      0,                                                  state_undefined     },
4134     { /*168, undefined                              */      0,                                                  state_undefined     },
4135     { /*169, undefined                              */      0,                                                  state_undefined     },
4136     { /*170, undefined                              */      0,                                                  state_undefined     },
4137     { /*171, undefined                              */      0,                                                  state_undefined     },
4138     { /*172, undefined                              */      0,                                                  state_undefined     },
4139     { /*173, undefined                              */      0,                                                  state_undefined     },
4140     { /*174, undefined                              */      0,                                                  state_undefined     },
4141     { /*175, undefined                              */      0,                                                  state_undefined     },
4142     { /*176, undefined                              */      0,                                                  state_undefined     },
4143     { /*177, undefined                              */      0,                                                  state_undefined     },
4144     { /*178, undefined                              */      0,                                                  state_undefined     },
4145     { /*179, undefined                              */      0,                                                  state_undefined     },
4146     { /*180, undefined                              */      0,                                                  state_undefined     },
4147     { /*181, undefined                              */      0,                                                  state_undefined     },
4148     { /*182, undefined                              */      0,                                                  state_undefined     },
4149     { /*183, undefined                              */      0,                                                  state_undefined     },
4150     { /*184, undefined                              */      0,                                                  state_undefined     },
4151     { /*185, undefined                              */      0,                                                  state_undefined     },
4152     { /*186, undefined                              */      0,                                                  state_undefined     },
4153     { /*187, undefined                              */      0,                                                  state_undefined     },
4154     { /*188, undefined                              */      0,                                                  state_undefined     },
4155     { /*189, undefined                              */      0,                                                  state_undefined     },
4156     { /*190, undefined                              */      0,                                                  state_undefined     },
4157     { /*191, undefined                              */      0,                                                  state_undefined     },
4158     { /*192, undefined                              */      0,                                                  state_undefined     },
4159     { /*193, undefined                              */      0,                                                  state_undefined     },
4160     { /*194, undefined                              */      0,                                                  state_undefined     },
4161     { /*195, undefined                              */      0,                                                  state_undefined     },
4162     { /*196, undefined                              */      0,                                                  state_undefined     },
4163     { /*197, undefined                              */      0,                                                  state_undefined     },
4164     { /*198, undefined                              */      0,                                                  state_undefined     },
4165     { /*199, undefined                              */      0,                                                  state_undefined     },
4166     { /*200, undefined                              */      0,                                                  state_undefined     },
4167     { /*201, undefined                              */      0,                                                  state_undefined     },
4168     { /*202, undefined                              */      0,                                                  state_undefined     },
4169     { /*203, undefined                              */      0,                                                  state_undefined     },
4170     { /*204, undefined                              */      0,                                                  state_undefined     },
4171     { /*205, undefined                              */      0,                                                  state_undefined     },
4172     { /*206, undefined                              */      0,                                                  state_undefined     },
4173     { /*207, undefined                              */      0,                                                  state_undefined     },
4174     { /*208, undefined                              */      0,                                                  state_undefined     },
4175     { /*209, undefined                              */      0,                                                  state_undefined     },
4176     { /*210, undefined                              */      0,                                                  state_undefined     },
4177     { /*211, undefined                              */      0,                                                  state_undefined     },
4178     { /*212, undefined                              */      0,                                                  state_undefined     },
4179     { /*213, undefined                              */      0,                                                  state_undefined     },
4180     { /*214, undefined                              */      0,                                                  state_undefined     },
4181     { /*215, undefined                              */      0,                                                  state_undefined     },
4182     { /*216, undefined                              */      0,                                                  state_undefined     },
4183     { /*217, undefined                              */      0,                                                  state_undefined     },
4184     { /*218, undefined                              */      0,                                                  state_undefined     },
4185     { /*219, undefined                              */      0,                                                  state_undefined     },
4186     { /*220, undefined                              */      0,                                                  state_undefined     },
4187     { /*221, undefined                              */      0,                                                  state_undefined     },
4188     { /*222, undefined                              */      0,                                                  state_undefined     },
4189     { /*223, undefined                              */      0,                                                  state_undefined     },
4190     { /*224, undefined                              */      0,                                                  state_undefined     },
4191     { /*225, undefined                              */      0,                                                  state_undefined     },
4192     { /*226, undefined                              */      0,                                                  state_undefined     },
4193     { /*227, undefined                              */      0,                                                  state_undefined     },
4194     { /*228, undefined                              */      0,                                                  state_undefined     },
4195     { /*229, undefined                              */      0,                                                  state_undefined     },
4196     { /*230, undefined                              */      0,                                                  state_undefined     },
4197     { /*231, undefined                              */      0,                                                  state_undefined     },
4198     { /*232, undefined                              */      0,                                                  state_undefined     },
4199     { /*233, undefined                              */      0,                                                  state_undefined     },
4200     { /*234, undefined                              */      0,                                                  state_undefined     },
4201     { /*235, undefined                              */      0,                                                  state_undefined     },
4202     { /*236, undefined                              */      0,                                                  state_undefined     },
4203     { /*237, undefined                              */      0,                                                  state_undefined     },
4204     { /*238, undefined                              */      0,                                                  state_undefined     },
4205     { /*239, undefined                              */      0,                                                  state_undefined     },
4206     { /*240, undefined                              */      0,                                                  state_undefined     },
4207     { /*241, undefined                              */      0,                                                  state_undefined     },
4208     { /*242, undefined                              */      0,                                                  state_undefined     },
4209     { /*243, undefined                              */      0,                                                  state_undefined     },
4210     { /*244, undefined                              */      0,                                                  state_undefined     },
4211     { /*245, undefined                              */      0,                                                  state_undefined     },
4212     { /*246, undefined                              */      0,                                                  state_undefined     },
4213     { /*247, undefined                              */      0,                                                  state_undefined     },
4214     { /*248, undefined                              */      0,                                                  state_undefined     },
4215     { /*249, undefined                              */      0,                                                  state_undefined     },
4216     { /*250, undefined                              */      0,                                                  state_undefined     },
4217     { /*251, undefined                              */      0,                                                  state_undefined     },
4218     { /*252, undefined                              */      0,                                                  state_undefined     },
4219     { /*253, undefined                              */      0,                                                  state_undefined     },
4220     { /*254, undefined                              */      0,                                                  state_undefined     },
4221     { /*255, undefined                              */      0,                                                  state_undefined     },
4222       /* End huge gap */
4223     { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4224     { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
4225     { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
4226     { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
4227     { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
4228     { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
4229     { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
4230     { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
4231     { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
4232     { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
4233     { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
4234     { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
4235     { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
4236     { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
4237     { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
4238     { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
4239     { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
4240     { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
4241     { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
4242     { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
4243     { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
4244     { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
4245     { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
4246     { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
4247     { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
4248     { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
4249     { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
4250     { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
4251     { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
4252     { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
4253     { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
4254     { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
4255     { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
4256     { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
4257     { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
4258     { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
4259     { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
4260     { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
4261     { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
4262     { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
4263     { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
4264     { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
4265     { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
4266     { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
4267     { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
4268     { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
4269     { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
4270     { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
4271     { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
4272     { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
4273     { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
4274     { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
4275     { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
4276     { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
4277     { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
4278     { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
4279     { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
4280     { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
4281     { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
4282     { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
4283     { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
4284     { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
4285     { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
4286     { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
4287     { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
4288     { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
4289     { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
4290     { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
4291     { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
4292     { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
4293     { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
4294     { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
4295     { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
4296     { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
4297     { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
4298     { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
4299     { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
4300     { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
4301     { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
4302     { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
4303     { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
4304     { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
4305     { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
4306     { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
4307     { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
4308     { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
4309     { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
4310     { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
4311     { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
4312     { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
4313     { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
4314     { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
4315     { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
4316     { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
4317     { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
4318     { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
4319     { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
4320     { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
4321     { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
4322     { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
4323     { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
4324     { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
4325     { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
4326     { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
4327     { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
4328     { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
4329     { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
4330     { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
4331     { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
4332     { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
4333     { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
4334     { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
4335     { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
4336     { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
4337     { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
4338     { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
4339     { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
4340     { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
4341     { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
4342     { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
4343     { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
4344     { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
4345     { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
4346     { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
4347     { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
4348     { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
4349     { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
4350     { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
4351     { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
4352     { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
4353     { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
4354     { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
4355     { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
4356     { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
4357     { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
4358     { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
4359     { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
4360     { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
4361     { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
4362     { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
4363     { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
4364     { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
4365     { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
4366     { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
4367     { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
4368     { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
4369     { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
4370     { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
4371     { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
4372     { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
4373     { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
4374     { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
4375     { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
4376     { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
4377     { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
4378     { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
4379     { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
4380     { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
4381     { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
4382     { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
4383     { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
4384     { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
4385     { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
4386     { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
4387     { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
4388     { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
4389     { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
4390     { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
4391     { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
4392     { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
4393     { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
4394     { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
4395     { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
4396     { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
4397     { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
4398     { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
4399     { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
4400     { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
4401     { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
4402     { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
4403     { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
4404     { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
4405     { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
4406     { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
4407     { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
4408     { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
4409     { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
4410     { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
4411     { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
4412     { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
4413     { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
4414     { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
4415     { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
4416     { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
4417     { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
4418     { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
4419     { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
4420     { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
4421     { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
4422     { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
4423     { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
4424     { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
4425     { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
4426     { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
4427     { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
4428     { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
4429     { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
4430     { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
4431     { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
4432     { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
4433     { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
4434     { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
4435     { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
4436     { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
4437     { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
4438     { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
4439     { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
4440     { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
4441     { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
4442     { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
4443     { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
4444     { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
4445     { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
4446     { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
4447     { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
4448     { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
4449     { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
4450     { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
4451     { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
4452     { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
4453     { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
4454     { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
4455     { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
4456     { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
4457     { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
4458     { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
4459     { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
4460     { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
4461     { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
4462     { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
4463     { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
4464     { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
4465     { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
4466     { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
4467     { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
4468     { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
4469     { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
4470     { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
4471     { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
4472     { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
4473     { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
4474     { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
4475     { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
4476     { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
4477     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
4478     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4479       /* Various Vertex states follow */
4480     { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4481     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4482     { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
4483     { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4484     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4485     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4486     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4487       /* Lights */
4488     { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
4489     { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
4490     { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
4491     { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
4492     { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
4493     { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
4494     { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
4495     { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4496
4497     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4498       /* Clip planes */
4499     { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
4500     { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
4501     { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
4502     { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
4503     { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
4504     { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
4505     { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
4506     { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
4507     { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
4508     { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
4509     { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
4510     { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
4511     { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
4512     { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
4513     { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
4514     { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
4515     { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
4516     { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
4517     { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
4518     { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
4519     { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
4520     { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
4521     { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
4522     { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
4523     { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
4524     { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
4525     { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
4526     { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
4527     { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
4528     { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
4529     { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
4530     { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4531
4532     { /* STATE_MATERIAL                             */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
4533 };